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MaximumPC flames PAPY and GPL

38 posts by 29 people · 23 Feb 1999 - 04 Mar 1999

Maximum PC columnist criticises GPL for being too hard

Fans reacted angrily to a Maximum PC column by T. Liam McDonald that faulted Papyrus for making GPL too difficult and lacking force feedback. Some accepted that a mainstream magazine would judge it as mainstream gamers would, and the debate turned to whether GPL needed scalable difficulty like Falcon 4.0 and why Papyrus had left out force feedback. Several posters wrote letters to the magazine.

review/impressionsphysics/realism debatehardware: wheels/pedalsGrand Prix Legends

Automated summary.

Adam Zerlin 23 Feb 1999#452187
In the March issue of Maximum PC, page 39. T. Liam McDonald flames PAPY for making GPL too realistic of a sim. Well excuse me, but isn't the idea of making a racing simulation is to simulate real racing, and the true-life physics?? He says and I quote: "Grand Prix Legends is the lesser sinner because its failings are mostly of omission. Developed by Papyrus, the long-standing developer of ultra-realistic racing sims, Grand Prix Legends is everything a true *** racing fan should expect. The physics are modeled in exacting and impressive detail. No one, not even an experienced racing simmer or (especially) an actual race car driver, could drive this game right away. It takes hours and hours of pratice to learn these complex models. Racing fans lap this up, nonfans admire the attention to detail. But Papyrus didn't bother to put in any effective difficulty or realism toggles to make this game approachable by the casual racing fan. Real-world physics in a game are admirable. Mandatory real-world physics in a game are stupid. And Grand Prix Legends is 'overmodeled.' This comment prompts contemptuous responses from fans demanding to know how physics can be 'overmodeled.' Here's how:It's a game! It's a two-dimensional re-creation of an activity that occurs in three dimensions. In this game, you call upon precisley one of your senses (sight) with a tiny bit of help from another (hearing). In real driving, feel is essential. The feel of the wheel in your hands and pedals under your feet. The feel of the road under your tires. The feel of the car at that precise moment when the wheels lose traction and being to skid. Driving, more than flying, is a matter of feel, and that sensation is utterly closed off to you on the PC. Ergo, you don't have the sensory information needed to cope with this physics model. Ergo, the game becomes even more of a challenge than driving real cars. Match that with Papyrus's laughable refusal to even attempt force feedback support (they say no force feedback device can accuratley re-create the feel of driving these cars) and you have a sim that's a realistic model of an activity, but not a realistic re-creation of an activity." Ok now, this is ridiculous. Let's start at the beginning. First, who could drive this game right away? Who would want to? If anyone could just drive this game right away like it was second nature would become discusted because it would be too easy and have no competition. Second, why would you want toggles to make the game easier? For one thing, there is something like that but not in a race mode, it's called the trainer cars. Also, there's braking, and shifting help. Third, a simulation is a re-creation of a real-life occurance, in this case, '67 F1 GP racing. It was meant to be very real and it is! Nothing can be "overmodeled", but it can be "undermodeled". And last but not least, force feedback is in its infancy, the only thing it can do right now for racing sims is vibrate and tighten. Now, that may seem enough but it isnt. It will only vibrate slighty, and not ***ly, which some people might not approve of, but PAPY was right when not putting FFB in GPL, it would probably mostly be turned off by most people anyhow, because it wouldn't have the same level of "greatness" as the rest of GPL has. What it seems we have here is someone who couldn't do good in GPL, got mad, and complained about racing _sims_ being _too realistic_ for him. So he flamed PAPY and their newest and greatest game so far, GPL. Just an afterthought. :-) For anyone who would like to talk to this guy, can e-mail him at: Adam Zerlin
Wosco 23 Feb 1999#452188
Damn this guy is a total well I dont want to say it on a news group. What does this guy want? an option to change from realistic physics to pole position physics cause he sucks so bad that he needs something easy to drive? Its a sim for crying out loud, he wants sim makers to make their games more arcade and unrealistic so people that are not capable of trying can have something to do. If he wanted to play something simple, he coulda gone out and gotten nascar revolution and praised it for its lack of realism. He shouldnt have bought a simulation that boasts that it is the most accurate physics out and hope it would be easy. Though he is also saying it ISNT realistic enough cause it doesnt have any feel to it. Putting FF into GPL, knowing papy and how great they are with sims, they would have had to hold back the release for another 2 years to make it perfect (which if it were done, it better be) so he shouldnt be complaining cause im sure if PAPY had rushed FF for it, the man would be complaining that the FF isnt realistic enough. I think everyone should write this man a "kind" email explaining how you feel on his views. Jesse PS I wouldnt have minded if he would have written to a news group saying this was how he feels but writing it in a magazine no longer says THIS IS MY VIEW, its sayig how everyone feels about it cause thats what magazines normally do, they rate games fairly, obviously this guy didnt. >In the March issue of Maximum PC, page 39. T. Liam McDonald flames PAPY for
Quoted text (14 lines)>making GPL too realistic of a sim. Well excuse me, but isn't the idea of >making a racing simulation is to simulate real racing, and the true-life >physics?? He says and I quote: >"Grand Prix Legends is the lesser sinner because its failings are mostly of >omission. Developed by Papyrus, the long-standing developer of >ultra-realistic racing sims, Grand Prix Legends is everything a true >*** racing fan should expect. The physics are modeled in exacting and >impressive detail. No one, not even an experienced racing simmer or >(especially) an actual race car driver, could drive this game right away. >It takes hours and hours of pratice to learn these complex models. Racing >fans lap this up, nonfans admire the attention to detail. >But Papyrus didn't bother to put in any effective difficulty or realism >toggles to make this game approachable by the casual racing fan.
Real-world >physics in a game are admirable. Mandatory real-world physics in a game are
Quoted text (7 lines)>stupid. >And Grand Prix Legends is 'overmodeled.' This comment prompts contemptuous >responses from fans demanding to know how physics can be 'overmodeled.' >Here's how:It's a game! It's a two-dimensional re-creation of an activity >that occurs in three dimensions. In this game, you call upon precisley one >of your senses (sight) with a tiny bit of help from another (hearing). >In real driving, feel is essential. The feel of the wheel in your hands
and >pedals under your feet. The feel of the road under your tires. The feel of >the car at that precise moment when the wheels lose traction and being to >skid. Driving, more than flying, is a matter of feel, and that sensation is >utterly closed off to you on the PC. Ergo, you don't have the sensory >information needed to cope with this physics model. Ergo, the game becomes >even more of a challenge than driving real cars. Match that with Papyrus's >laughable refusal to even attempt force feedback support (they say no force >feedback device can accuratley re-create the feel of driving these cars) and >you have a sim that's a realistic model of an activity, but not a realistic >re-creation of an activity." >Ok now, this is ridiculous. Let's start at the beginning. First, who could >drive this game right away? Who would want to? If anyone could just drive >this game right away like it was second nature would become discusted >because it would be too easy and have no competition. Second, why would you >want toggles to make the game easier? For one thing, there is something >like that but not in a race mode, it's called the trainer cars. Also, >there's braking, and shifting help. Third, a simulation is a re-creation of
Quoted text (8 lines)>a real-life occurance, in this case, '67 F1 GP racing. It was meant to be >very real and it is! Nothing can be "overmodeled", but it can be >"undermodeled". And last but not least, force feedback is in its infancy, >the only thing it can do right now for racing sims is vibrate and tighten. >Now, that may seem enough but it isnt. It will only vibrate slighty, and >not ***ly, which some people might not approve of, but PAPY was right >when not putting FFB in GPL, it would probably mostly be turned off by most >people anyhow, because it wouldn't have the same level of "greatness" as
the
Quoted text (11 lines)>rest of GPL has. >What it seems we have here is someone who couldn't do good in GPL, got mad, >and complained about racing _sims_ being _too realistic_ for him. So he >flamed PAPY and their newest and greatest game so far, GPL. Just an >afterthought. :-) >For anyone who would like to talk to this guy, can e-mail him at: >Adam Zerlin
Charlie 23 Feb 1999#452189
It doesn't seem unfair for a mainstream magazine to rate it the way most mainstream gamers (and that is the majority of their audience) would see it. I think most of us GPL ***s are hard-core simmers, and proud of the distinction. If Papy wanted to make a game that would sell to gamers, they failed, but we all know that we are the targets of this product. I think a lot of people pick up GPL based on experience with previous Papy sims and are very dissapointed. I remember how frustrating it was not to be able to keep up with the pack even up to turn 2 at the Glen! I worked at it a lot, but the real breakthrough for me was finding some setups and holtlap replays on the web. Most people won't go to that trouble or don't even realize that the resources are out there. I am married with 3 kids, and if I hadn't found those hints to get my speeds up to where I could compete with the AI, I would not enjoy GPL as much as I do (I don't think I would have given up, I am too stubborn to admit defeat!). My pc time is too limited by other responsibilities, I am very grateful that I was able to learn from the experience of others, but I wouldn't have gone to the trouble if I weren't a hard-core race fan and sim fan. Charlie
OK once a month at least one of you guys gets pissed off because some maintstream guy makes an ill will comment about your god racing sim.......I love the game, I love racing sims.....but this was the MOST COMPLEX, difficult, frustrating title I have ever loaded on my HD. I totally love it, but yet there are tons of people who dont even like N2 and think it is too complex and just "not fun"..........does that take away from my own enjoyment I get from both Nascar1,2 and 99 series and GPL from Papy? NO!!!! It affects me about as much as I affect flight sim junkies when I say they are too realisitc and I dont have the time to learn all the buttons, the correct placement of the...........whatever......my point is, there are a S load more of "them" (non racing sim junkies) than there are of us.......so a mainstream *** mag reveiw should not ruin your year. Personally, I got tired of all the reveiw bashing back in november and December......now another reveiw is just another review....I allready have and love the sim, so what do I care about his OPINION of the game, I have made my own. I would rather him be honest about the fact that it is a *** SIM, and save all of us the time of reading post from some pissed off *** saying GPL SUCKS and NeEd 4 sPeeD RulZe. Most of us know we love it, for our own little special reasons......let Tim stick with is first person shooters and what ever, and we will keep racing and chasing that illusterous lap time. JT
Jerry 24 Feb 1999#452422
This isn't a mainstream game, NFS III or Moster Trcuk madness maybe, and to top it off MaximumPC is supposed to be geared toward the PC savy, I'm a subscribe but I don't read the game reviews. Grand Prix 2 got the same kind of reaction. At the time, Grand Prix 2 was the top Formula Sim. Grand Prix Legends is to sims as Unreal is to graphics. I just won at Silverstone on VROC in a 12 lap race starting from 4th position. I crossed the line .48 seconds ahead of second. I felt like I just won a real Formula 1 race. I was exhausted and had to take a 30 minute break afterwards. I remember when I first downloaded the demo and couldn't make one complete lap around Watkins Glen. Could anybody imagine driving a real race car and after the second lap being within a couple of second of a real driver. I don't even bother to read game reviews anymore especially after you read a review of your favorite game and the guy or gal blasts it for not having a feature that is only two menus deep. These people spend 30 minutes on a game and think they are knowledgeable enough to write a review. I bow to the Papyrus programers. Jerry
Grit 24 Feb 1999#452423
What the? GPL has the greatest "feel" of any simulation to date. You can "feel" your tires breakin' loose for an eternity (in racin' terms)! You can "feel" the car so well, you can powerslide through coners! You can "feel" the tinies bit of wheel spin while powerin' out of a coner! And on, and on, and on. BTW, all you "sim-haters" out there, please don't pick this apart with some inane somantical argument. You know what I'm tryin' to say. Slamming the greatest racing simulator of all time for ANY reason is whats truly stupid (not just a nit-pick, a SLAM. A small problem here and there's fine). S.C. "Gritz" Petty Spectre Racing http://members.xoom.com/Gritz/Spectre/spectreracing.htm
=rez 24 Feb 1999#452424
You know Liam, some of us have gotten more exhillaration from GPL than we ever thought possible from a computer game. It's a ***y marvel.. Racing sim developers everywhere are wetting their shorts about how (more like if..) they are every going to top GPL in their lifetime, so it really galls me to hear you pontificate that Grand Prix Legends is somehow defficient because force feedback was not included. In it's current state, FF is no more than a pitiful distracting gimmick. Someday, when the technology improves to achieve the speed and subtlety required to correctly model real world road feel, FF should be included. Papy was right to leave GPL's brilliant driving model unencumbered by today's so far, so lame FF technology. We should celibrate GPL, this milestone in motor racing simulation technology.. Yes! Best regd's, =rez= ~^~^~ Alan Alvarez - PC ToYBOX Ltd. ~~^~^~~^~^^~ ~^~~^ Digital Audio Production and Consulting ^~~^ ((((< ..>)))) .......( o) ..........'......Woofer!
Wosco 24 Feb 1999#452425
Well just a comment, a lot of people that dont have the internet or dont check it just goof around in the game and are glad they can turn a 40 at monza cause thats what they know is as fast as it will go. if you never know what the potential is of a car then you will not try to get there. Wosco PS i see what you mean though >>VIEW, its sayig how everyone feels about it cause thats what magazines >>normally do, they rate games fairly, obviously this guy didnt. >It doesn't seem unfair for a mainstream magazine to rate it the way most >mainstream gamers (and that is the majority of their audience) would see it. >I think most of us GPL ***s are hard-core simmers, and proud of the >distinction. If Papy wanted to make a game that would sell to gamers, they >failed, but we all know that we are the targets of this product. >I think a lot of people pick up GPL based on experience with previous Papy >sims and are very dissapointed. I remember how frustrating it was not to be >able to keep up with the pack even up to turn 2 at the Glen! I worked at it >a lot, but the real breakthrough for me was finding some setups and holtlap >replays on the web. Most people won't go to that trouble or don't even >realize that the resources are out there. I am married with 3 kids, and if >I hadn't found those hints to get my speeds up to where I could compete with >the AI, I would not enjoy GPL as much as I do (I don't think I would have >given up, I am too stubborn to admit defeat!). My pc time is too limited by >other responsibilities, I am very grateful that I was able to learn from the >experience of others, but I wouldn't have gone to the trouble if I weren't a >hard-core race fan and sim fan. >Charlie
Quoted text (7 lines)>OK once a month at least one of you guys gets pissed off because some >maintstream guy makes an ill will comment about your god racing sim.......I >love the game, I love racing sims.....but this was the MOST COMPLEX, >difficult, frustrating title I have ever loaded on my HD. I totally love it, >but yet there are tons of people who dont even like N2 and think it is too >complex and just "not fun"..........does that take away from my own >enjoyment I get from both Nascar1,2 and 99 series and GPL from Papy? NO!!!!
[snip] You are right there. It doesn't take away my own enjoyment, but it makes me think a lot if anyone is going to have the guts to publish such a masterpiece that GPL is again. I don't know how much GPL has sold worldwide.. I have no idea, but I think that favorable reviews would increase the sales. Us realism fanatics (or fanciers) will of course buy (and already have bought) it without any hesitation, but as you said, there are a lot less of us than the arcade crowd. I for one would like to see more titles with more accurate physics model and exciting cars come out. If not from Papy, then from anyone else. GPL has set the standard and I'm afraid no other sim/game today can do what GPL does to me. Unfortunately none of the new announced sims seem to reach that standard (based on previews etc). But I surely hope something will come and surpass GPL. The sooner the better :-) -Juha --
Quoted text (17 lines)> On Tue, 23 Feb 1999 21:49:46 -0500, > >Force feedback is in its infancy, > >the only thing it can do right now for racing sims is vibrate and tighten. > >Now, that may seem enough but it isnt. It will only vibrate slighty, and > >not ***ly, which some people might not approve of, but PAPY was right > >when not putting FFB in GPL, > I guess you haven't used FF in Viper Racing. > I agree with your opinion about FF implementation in other games/sims, > but I can *no longer* buy the argument that FF is not a usuable feature, > if it is implemented properly. > GPL would be MUCH improved with FF as was done in Viper Racing.
Yes, every time I switch from VR to GPL, I have to get used to the "dead" wheel again. To "feel" the car fight you through the wheel, instead of just seeing or hearing it fight, is simply amazing AND helpfull. l8er ronny -- Your mouse has moved. Windows must be restarted for the change to take effect. Reboot now? |\ _,,,---,,_ I want to die like my Grandfather, ZZZzz /,`.-'`' -. ;-;;,_ in his sleep. |,4- ) )-,_. ,\ ( `'-' Not like the people in his car, '---''(_/--' `-'\_) screaming their heads off!
says... Exactly. Most "gamers" are exactly that - gamers. They aren't concerned with the accuracy of the car models, or the period accuracy of the track- side graphics, or the intensity of the physics model. The typical gamer wants to kill or mame, or generally break the law in a virtual world. To that group, companies have provided test-drive 5, Need For Speed, Grand Theft Auto, Pod, and games of that ilk. I picked it up based on my experience with past Papy sims (Nascar), expecting iot to be many times better. I was not disappointed. I picked it up knowing NOTHING about driving open-wheel cars, knowing that the learning curve would be steeper for me than for those used to ICR2 and GP2. In other words, I went in pretty much expecting the sim to be tougher to drive than what I was used to, and I wasn't disappointed in the least. You people have to realize something - the people that do reviews don't get weeks and weeks to play with a game and learn it's nuances. They're on a deadline. What would probably be a more fair way to review a game would be to have a "typical gamer" review it, and at the same time, allow a "hard-core-simmer" do a review, and present both reviews in the same magazine. -- ========================================================= John Simmons - Redneck Techno-Biker (Zerex12) http://www.members.home.net/jms1/index.html John Simmons - Barbarian Diecast Collector http://members.home.net/jsimm/diecast_index.html IGPS Director [link lost in import] If you want to send me email, go to either of the URL's shown above & click "Send Me Mail" in the contents frame. =========================================================
Pat Dotson 24 Feb 1999#452429
> And last but not least, force feedback is in its infancy, A couple of years ago, 3D video acceleration was in it's infancy. It couldn't do anything nearly as realistic as what can be done now. Does that mean it wasn't worth supporting then? What wheels/sims have you even tried? It doesn't sound like you have enough hands-on experience to pass judgement the way you have. This further sounds like you don't have enough experience with FF wheels to make such sweeping statements. My ACT Labs wheel will shake my entire computer cabinet, to the point where thing will fall off the top of it. So what if people turn it off? If you don't want it, don't use it. Papy IS NOT right in blowing off FF support. They should provide the best FF support currently possible (which is pretty good). They could be big part of speeding the progress of FF technology. Instead, they are taking the same attitude that they did with 3D acceleration. They've been slow to move there as well. -- Pat Dotson IMPACT Motorsports http://www.impactmotorsports.com/pd.html
Pat Dotson 24 Feb 1999#452430
> me to hear you pontificate that Grand Prix Legends is somehow defficient > because force feedback was not included I would by no means call GPL deficient without FF, but it would be nice to have. I, for one, want that time to get here as soon as possible. Don't you think that it will happen sooner with more support for currently available hardware? What would be the point of manufacturing a high fidelity FF wheel when there aren't any high fidelity FF sims? Papy COULD do it better than anyone else, but they choose not to. By this philosophy, Papy should have skipped INDY500/ICR1/N1/ICR2/N2/N99, and waited until GPL was ready before ever releasing a simulation. After all, those were all terribly simplified models, weren't they? Hardly even worth ever using... Yes. But include FF. -- Pat Dotson IMPACT Motorsports http://www.impactmotorsports.com/pd.html
schwab 24 Feb 1999#452431
Not to muddy the waters, but I am building a homemade wheel/pedals. So FF support should be there, but should be able to be "turned off." But I do have a hard time believing good FF is that tough... I remember a thread a long time ago about Atari's Race Drivin' full-size arcade video game. The physics were pretty damn good and the FF was good too, with changes taking place when the rear end got light and so on. It was pretty good. And that game is like 6 or 7 years old! Doing it on a PC should be easier these days... and I'm sure it will. I'm just too dang cheap to shell out the $$ for a good FF! :-) -_Dave
Quoted text (38 lines)> > me to hear you pontificate that Grand Prix Legends is somehow defficient > > because force feedback was not included > I would by no means call GPL deficient without FF, > but it would be nice to have. > > In it's current state, FF is no > > more than a pitiful distracting gimmick. Someday, when the technology > > improves to achieve the speed and subtlety required to correctly model real > > world road feel, FF should be included > I, for one, want that time to get here as soon > as possible. Don't you think that it will happen > sooner with more support for currently available > hardware? What would be the point of manufacturing > a high fidelity FF wheel when there aren't any > high fidelity FF sims? Papy COULD do it better > than anyone else, but they choose not to. > > Papy was right to leave GPL's > > brilliant driving model unencumbered by today's so far, so lame FF > > technology. > By this philosophy, Papy should have skipped > INDY500/ICR1/N1/ICR2/N2/N99, and waited until > GPL was ready before ever releasing a simulation. > After all, those were all terribly simplified > models, weren't they? Hardly even worth ever using... > > We should celibrate GPL, this milestone in motor racing simulation > > technology.. Yes! > Yes. But include FF. > -- > Pat Dotson > IMPACT Motorsports > http://www.impactmotorsports.com/pd.html
-- Dave Schwabe The Aussie Toad -- Grand Prix Legends & Brabham site http://users.wi.net/~schwabe
Thad Failor 24 Feb 1999#452432
Good point about having different people with different skill levels review the same game. Here in town (Nampa, ID) the local paper reviews games every once in a while. They have three people do the review, one that has little experience in playing games on a PC, one that would be considered one of your average game player and finaly a *** game player. Overall you get a better review of the game/program. You know where it is coming from. My brother and I have completely different tastes in what we like for computer games. Would expect him to like GPL. Just like he wouldn't expect me to like Railroad Tycoon. For me, If certain people/mags gives it a bad review, then I know that I am going to just absolutely love the game. Others, I will take their word for it. Kinda like movie reviews.... Oh, the best way to see if your going to like a game or not is demo it yourself. Or, ask question? Thad
Quoted text (54 lines)>says... >>>VIEW, its sayig how everyone feels about it cause thats what >>>magazines normally do, they rate games fairly, obviously >>>this guy didnt. >>It doesn't seem unfair for a mainstream magazine to rate it the >>way most mainstream gamers (and that is the majority of their >>audience) would see it. >Exactly. Most "gamers" are exactly that - gamers. They aren't concerned >with the accuracy of the car models, or the period accuracy of the track- >side graphics, or the intensity of the physics model. The typical gamer >wants to kill or mame, or generally break the law in a virtual world. To >that group, companies have provided test-drive 5, Need For Speed, Grand >Theft Auto, Pod, and games of that ilk. >>I think most of us GPL ***s are hard-core simmers, and proud >>of the distinction. If Papy wanted to make a game that would >>sell to gamers, they failed, but we all know that we are the >>targets of this product. >>I think a lot of people pick up GPL based on experience with >>previous Papy sims and are very dissapointed. >I picked it up based on my experience with past Papy sims (Nascar), >expecting iot to be many times better. I was not disappointed. I picked >it up knowing NOTHING about driving open-wheel cars, knowing that the >learning curve would be steeper for me than for those used to ICR2 and >GP2. In other words, I went in pretty much expecting the sim to be >tougher to drive than what I was used to, and I wasn't disappointed in >the least. >You people have to realize something - the people that do reviews don't >get weeks and weeks to play with a game and learn it's nuances. They're >on a deadline. What would probably be a more fair way to review a game >would be to have a "typical gamer" review it, and at the same time, allow >a "hard-core-simmer" do a review, and present both reviews in the same >magazine. >-- >========================================================= >John Simmons - Redneck Techno-Biker (Zerex12) >http://www.members.home.net/jms1/index.html >John Simmons - Barbarian Diecast Collector >http://members.home.net/jsimm/diecast_index.html >IGPS Director >[link lost in import] >If you want to send me email, go to either of the URL's >shown above & click "Send Me Mail" in the contents frame. >=========================================================
Tracy Dean 24 Feb 1999#452433
If he have trouble completing a lap without spinning out or launching your car into orbit, what makes him think that he would be able to do with his wheel shaking and vibrating all over the place? This sim is demanding enough without a shaking wheel. I probably wouldn't make it through the first turn. If Mr. McDonald thinks the game is too hard as it is, FF would make it virtually impossible for him. Tracy Dean tdean
Wosco 24 Feb 1999#452434
Just to mention something mentioned earlier, would you have rather waited until July to get this sim? Yeah papy could have thrown together a quick FF support (at the time of release there were very few FF wheels on teh market anyways) but papy wouldnt do that. What if papy had done that, everyone would be bi..i mean complaining about how bad the FF is and how much it sucks or how it doesnt give you a full feel of the car, so papy would have had to waste another year of development to implement perfect FF support which is what papy does, they make things perfect. Personally im glad that they didnt include it cause i wouldnt have wanted to wait another year for FF to be implemented. Now if they come out with a patch in a year after N3 is released then it could be worth it and im not bashing FF at all, just rather they release it now and maybe support it later with a patch. Jesse
Quoted text (8 lines)>> And last but not least, force feedback is in its infancy, >A couple of years ago, 3D video acceleration was >in it's infancy. It couldn't do anything nearly >as realistic as what can be done now. Does that >mean it wasn't worth supporting then? >> the only thing it can do right now for racing sims is vibrate and
tighten.
Quoted text (15 lines)>What wheels/sims have you even tried? It doesn't >sound like you have enough hands-on experience >to pass judgement the way you have. >> Now, that may seem enough but it isnt. It will only vibrate slighty, and >> not ***ly, which some people might not approve of, >This further sounds like you don't have enough >experience with FF wheels to make such sweeping >statements. My ACT Labs wheel will shake my >entire computer cabinet, to the point where >thing will fall off the top of it. >> but PAPY was right >> when not putting FFB in GPL, it would probably mostly be turned off by
most >> people anyhow, because it wouldn't have the same level of "greatness" as the
Quoted text (15 lines)>> rest of GPL has. >So what if people turn it off? If you don't want >it, don't use it. Papy IS NOT right in blowing >off FF support. They should provide the best FF >support currently possible (which is pretty good). >They could be big part of speeding the progress >of FF technology. Instead, they are taking the >same attitude that they did with 3D acceleration. >They've been slow to move there as well. >-- >Pat Dotson >IMPACT Motorsports >http://www.impactmotorsports.com/pd.html
Brett Resch 24 Feb 1999#452436
Hi Tracy, I think you may have a misconception of what FF tech really does offer. Done correctly, it can offer much more than "shaking and vibrating." Done correctly, it can help you react to the car, because it *feels* very much like a real car. I'll take any useful sensory input i can get in a sim, to supplement visual and auditory. FF tech done correctly is definitely useful, and a sim like GPL could definitely benefit from it. Viper Racing has proven this to me. Brett
Quoted text (8 lines)>So what if people turn it off? If you don't want >it, don't use it. Papy IS NOT right in blowing >off FF support. They should provide the best FF >support currently possible (which is pretty good). >They could be big part of speeding the progress >of FF technology. Instead, they are taking the >same attitude that they did with 3D acceleration. >They've been slow to move there as well.
When the spec decisions for GPL were made, FF really wasn't that good. It's been only within the last few months that a variety of decent FF wheels has come into the market. Therefore, the "FF isn't good, so we're not doing it" explanation wasn't completely wrong. Having said that, I don't think it is the whole reason why there isn't FF support in GPL. I believe the main reason it isn't there is tha same reason why GPL doesn't have variable weather: both are features that are quite difficult to do properly, and quite easy to leave out completely. You can't say "let's not model the physics for the left rear wheel, so we can finish this program sooner" but you can easily say "let's leave out FF support / rain". You still get a good sim without them. You might get a *better* sim with those features in it, but it would take longer and might not work the way you want / the customers expect it. -- Wolfgang Preiss \ E-mail copies of replies to this posting are welcome.
I wonder what Mr. MacDonald would have to say about a sim like Falcon 4.0... People that play this sim want it to be the most realistic experience. That's why a 200 pages BINDER is included. You have to take a class just to learn how to use the radar. What about landing? 9 times out of ten, you destroy the landing gear and crash the plane. The game took 4 years to make and it's still full of bugs, and needs a super system to run it. Yet, with all that, it still got 3 stars and a half (out of 4) from Computer *** world.... I don't understand. Is it ok for a flight sim to be super realistic and hard to play? Racing sims always have to be designed with arcarde physics... Come on! just like our flight sims colleagues, we like our sims to be as realistic as possible even if it means it's hard to use them. After all, people that find Falcon 4.0 too hard can play Top Gun Hornet's nest instead, just like people that find GPL to hard should stick to Speed buster. No offense to Speed buster lovers. It just too much when I see those comments ("it's too hard, so it's not a good game). Philster
t rizz 24 Feb 1999#452439
I think that you are missing part of the arguement here. Of course it is OK for a Flight Sim to be super realistic, and it is OK for GPL to be super realistic as well... but... A Falcon 4.0 or other top flight sims allow the user to turn off (or down) most of the physics/difficulty settings so that almost anyone can pick up and enjoy the sim. As they get better they can choose to increase the difficulty level (If they choose). GPL doesn't fail at the "top end", it fails at the "low end", to allow the rest of us to enjoy the riches of this sim/time in the world of racing as well (Heck, I'm old enough to actually remember the '67 season!) It wouldn't hurt the *** racer for them to include options for the rest of us... My $.02 -tom <Snip>
ymenard 25 Feb 1999#452654
From my point of view it's more that the approach of gamers between air sims and racing sims is different. It's a psychological aspect that makes the gamers think like that... Let's just think about real-life situations here. Go to the arcade mall. Count the numbers of arcade style racing games on the floor. I say about 10% of the total arcade are racing games. Now count the numbers of arcade air games there ? Normally 0, maybe 1or 2. And those ones are normally those 2$ simulators that are extremely realistic. Just here you can see the main difference. Because every guy like driving fast. But not every guy likes to "fly in an arcade way". If you understand my point of view. Most of the gamers understand that most of the air sims are made to be realistic, compared to those racing games. There's soo many of them on the market. And it's just 1 example. I will say the shifting of the gamers mentality started way back with Pole Position, but consolidated it's position when Daytona USA and Sega Rally appeared at the arcade males, PC's and *** consoles. I will say that in about 2-3years the difference between arcade-style and realistic racing simulators will be enough high that *** magazines and websites will really show the difference by making them two different categories. I already see this on websites that will rate GPL in the "Simulation" field with air sims but include NFS3 in the "action" section. -= Fran?ois Mnard <ymenard/Nas-Frank> -= NROS Nascar sanctioned Guide http://www.nros.com/ -= SimRacing Online http://www.simracing.com/ -= Official mentally retarded guy of r.a.s. -= May the Downforce be with you... "People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world."
Pat Dotson 25 Feb 1999#452655
Quoted text (12 lines)> Just to mention something mentioned earlier, would you have rather waited > until July to get this sim? Yeah papy could have thrown together a quick FF > support (at the time of release there were very few FF wheels on teh market > anyways) but papy wouldnt do that. What if papy had done that, everyone > would be bi..i mean complaining about how bad the FF is and how much it > sucks or how it doesnt give you a full feel of the car, so papy would have > had to waste another year of development to implement perfect FF support > which is what papy does, they make things perfect. Personally im glad that > they didnt include it cause i wouldnt have wanted to wait another year for > FF to be implemented. Now if they come out with a patch in a year after N3 > is released then it could be worth it and im not bashing FF at all, just > rather they release it now and maybe support it later with a patch.
FF would not take nearly a year to develop. I'm not a programmer so can't make an informed estimate on how long it would take. But, I do know that GPL already calculates all the information needed to tell the wheel what to do. It would only be a matter of translating those parameters to the FF wheel. I-Force already provides an API to do just that. My WAG would be that you could have some FF working with the program in less than a week, and have it tweaked in less than a month. Given the loooong development time of GPL, that could have been worked into the schedule without pushing the release date back. -- Pat Dotson IMPACT Motorsports http://www.impactmotorsports.com/pd.html
Pat Dotson 25 Feb 1999#452656
> When the spec decisions for GPL were made, FF really wasn't that good. > It's been only within the last few months that a variety of decent FF > wheels has come into the market. Therefore, the "FF isn't good, so > we're not doing it" explanation wasn't completely wrong. The basics for how FF works have been around for a lot longer, though. Prototype hardware has been around for a long time too. I know that proto wheels from a particular company were went to Papy early on, but that company never got ANY response back from Papy. Whereas weather is a pervasive factor in all aspects of the sim, it is complex to implement. GPL already calculates the parameters needed to control a FF wheel. FF support is more of a superficial layer on top of the main program, and it's far less complex. I just find Papy's attitude toward new hardware difficult to understand. They push the envelope in terms of software, but drag their feet on adapting to new hardware (FF and 3d acceleration). -- Pat Dotson IMPACT Motorsports http://www.impactmotorsports.com/pd.html
There have been 2 stated reasons why Papyrus did not include Force Feedback in GPL: 1) At the time, the designers did not feel the technology was up to their (Papy's) standards for providing "real" driver/car feedback. 2) For FF that use gameport or serial connections, there's a significant latency hit. Whether this is true for USB I do not know. But, you have to consider that the game engine is already pushing the frequency envolope. So even if there isn't a "hardware" latency issue with USB, there would still be a software latency issue. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ian Parker 25 Feb 1999#452658
I only have the demo for Viper ( Full game not out in the UK yet :( ), but the FF is first rate with my MS FF wheel :) -- Ian Parker ICQ 21772592 >On Wed, 24 Feb 1999 12:27:40 -0800, >>If he have trouble completing a lap without spinning out or launching your >>car into orbit, what makes him think that he would be able to do with his >>wheel shaking and vibrating all over the place? This sim is demanding >>enough without a shaking wheel. I probably wouldn't make it through the >>first turn. If Mr. McDonald thinks the game is too hard as it is, FF would >>make it virtually impossible for him. >>Tracy Dean >>tdean >Tracy, I guess you haven't driven Viper Racing with a good FF wheel. >-- >// rrevved posts from mindspring dot com
Quoted text (28 lines)> I'm going to take a bit different view than I think a lot of people in this > group are taking, and say that I think Mr. McDonald is correct. He does > point out that the sim is aimed at hard core race sim fans, but the magazine > he writes for is not aimed at that group, so ne needs to write a review that > aims at the general *** public, who might just see this game on a shelf, > think it looks interesting, and buy it. There was nothing stopping Papyrus > from including an arcadish mode for the casual computer racing driver to > drive. Look at what UbiSoft did with F1RS... you can turn all the aids off, > and turn the realism to realistic, and it makes for a fairly challenging game > to drive. Or you can turn all the aids on, turn the mode to arcade, and you > have a game where you can blast around any track with barely a hitch. Sure, > Papyrus put in the trainer cars... and they are easier to drive... but OOOPS > you cant race them!!! I would figure that most casual gamers that might pick > this game up is going to be more interested in racing, not practicing lap > after lap to get good enough to actually stay somewhere in the field of AI > cars. I still suck at GPL, and havent really tried racing, but I do enjoy > driving around the tracks solo trying to get better. But most casual gamers > arent going to have that patience. As far as Force Feedback goes, I've heard > games like Viper Racing managed to put in some very nice FF support, that > actually helps you feel what the car is doing. I havent experinced this > myself (I dont have a FF controller), but I think if MGI could do it with > Viper, I see no reason why Papyrus couldnt have, even in a "primitive" state. > It would have certainly at least HELPED, as I think it's going to be awile > before there is some sort of interface with the computer that models G-forces > and vibrations in the seat. > I think GPL is a great sim, but I think Mr. McDonalds view of it is completely > fair.
I really don't agree with you, or Mr McDonald for that matter, ( a separate e-mail is on the way to him). 1st you can drive races with the trainers. For a complete explaination,go to Alison Hines Eagle Women site;gpl section. There you will also be able to download a driver slow file and the instructions to slow the AIs down as much as you want. Now that you can race any track in a trainer with modified AIs,add auto brake,auto accelerator,and auto shift,you can win your 1st race out of the box. Just how much easier to you want to make it? This is not a flame. by the above statement,I'm referring to the fact that every auto racing sim to date is based on the current racing technology,while gpl deals with 1967. It has to be harder,simply because it was a lot harder to drive those cars back then. Papyrus goal was to produce the most accurate racing sim period. And to that end they succeeded. Joel Willstien
Daisy Du 27 Feb 1999#453076
I was gonna' stay away from this thread but.......... Falcon 4.0 has 161 keystroke variables that you use to fly with (this does not include the basic "steering" and throttle controls) I think some scaleability is in order. GPL has 10 input variables that I can think of. It DOES have training cars and "help" for the shifting , braking, and throttle. I don't know what else anyone would want. That having been said : T. Liam McDonald was spot on with the comment about GPL trying to recreate a 3d activity in a 2d world and about how it was probably more difficult than driving the real thing. I have felt this way about all of the driving sims that I have tried. In other words if you put a real 67 Cooper GP car on a real track and then set GPL on a computer right next to it (and also assume I have never seen/used either of them) I bet you I would be better ,at least initially ,at driving the real GP car around the circuit. (if anyone has a 67 cooper and would like to test this theory , I am available < G>) Now there is no way I could ever do laps as fast as I do in GPL ( I'd be long dead by now) There just isn't the same level of feed back in a simulation. Try racing GPL without the sound on and you'll see what I mean. So to me all of the argument about realism is silly.(see the "what about rain "thread for example , geeesh!) There IS a level of realism that is just too high given the environment that we are currently using too create simulations in. GPL is a good compromise of realism and usability but ,only if you are complete racing "hack". If you are not there is always F1RS. (Daisy slips on the Nomex suit and awaits his punishment)
Tony 27 Feb 1999#453077
Quoted text (34 lines)>>I think GPL is great. I just don't quite understand why people feel >>so threatened by the thought of it containing difficulty options, as >>long as the highest levels are there. To use your initial analogy, >>Falcon 4 is hailed as the most complex, realistic flight sim ever - >>yet it has quite a range of switchable difficulty optiions. None of >>the ultra-hard core flight sim fanatics are screaming that this makes >>Falcon 4 a "Novalogic arcade sim". > I was gonna' stay away from this thread but.......... > Falcon 4.0 has 161 keystroke variables that you use to fly with (this >does not include the basic "steering" and throttle controls) I think >some scaleability is in order. GPL has 10 input variables that I can >think of. It DOES have training cars and "help" for the shifting , >braking, and throttle. I don't know what else anyone would want. > That having been said : T. Liam McDonald was spot on with the >comment about GPL trying to recreate a 3d activity in a 2d world and >about how it was probably more difficult than driving the real thing. >I have felt this way about all of the driving sims that I have tried. >In other words if you put a real 67 Cooper GP car on a real track and >then set GPL on a computer right next to it (and also assume I have >never seen/used either of them) I bet you I would be better ,at least >initially ,at driving the real GP car around the circuit. (if anyone >has a 67 cooper and would like to test this theory , I am available < >G>) Now there is no way I could ever do laps as fast as I do in GPL ( >I'd be long dead by now) There just isn't the same level of feed back >in a simulation. Try racing GPL without the sound on and you'll see >what I mean. > So to me all of the argument about realism is silly.(see the "what >about rain "thread for example , geeesh!) There IS a level of realism >that is just too high given the environment that we are currently >using too create simulations in. GPL is a good compromise of realism >and usability but ,only if you are complete racing "hack". If you are >not there is always F1RS. > (Daisy slips on the Nomex suit and awaits his punishment)
I have to agree with you on this. A while back (I can't remember the thread or who posted it), someone went on and on in response to a guy who said that GPL was too hard. He basically let this guy have it with both barrels for saying that you can't fell anything, and that makes GPL very hard. Anyway, the guy went on and on saying things like, 'how can you say that?! GPL has the best FELL of any racing sim ever!' I was very tempted to ask the guy where he got his moving base simulator from, and did he hack the code of GPL to get the base to work right. Like I said, I agree with you: I think GPL is asking you to do with only your eyes (and a little bit your hearing), what you normally do with all five of your senses. It seems to me like they're almost asking you to so the equivalent of air to air combat by only looking at the instrument panel. I suppose you could do that to, but I'm not sure how much fun it would be. TB
Tony 28 Feb 1999#453264
That's nice to hear ... I bet your stereo tastes great too. TB
Quoted text (64 lines)>So then dont race a computer game, go do it in real life! Well about the >feel part, gpl has the best feel of any racing game out there, they never >give you feedback with the steering wheel and the***pit moving around and >once you play it enough, you learn which way the car is going and which way >you are pointed and can really sense the loose and pushness. I must admit, >real life is much better because of all the feedback you get from your *** >and the Gs that are put on you but of all the games Ive played, gpl has the >most feedback it can give a person. Even if it is very limited, and the >physics model is consistent and predictable unlike others, it handles >realistically so you know how it should react and it normally reacts that >way. So for modern day capabilities, gpl is highly sofisticated. >Jesse >>>>I think GPL is great. I just don't quite understand why people feel >>>>so threatened by the thought of it containing difficulty options, as >>>>long as the highest levels are there. To use your initial analogy, >>>>Falcon 4 is hailed as the most complex, realistic flight sim ever - >>>>yet it has quite a range of switchable difficulty optiions. None of >>>>the ultra-hard core flight sim fanatics are screaming that this makes >>>>Falcon 4 a "Novalogic arcade sim". >>> I was gonna' stay away from this thread but.......... >>> Falcon 4.0 has 161 keystroke variables that you use to fly with (this >>>does not include the basic "steering" and throttle controls) I think >>>some scaleability is in order. GPL has 10 input variables that I can >>>think of. It DOES have training cars and "help" for the shifting , >>>braking, and throttle. I don't know what else anyone would want. >>> That having been said : T. Liam McDonald was spot on with the >>>comment about GPL trying to recreate a 3d activity in a 2d world and >>>about how it was probably more difficult than driving the real thing. >>>I have felt this way about all of the driving sims that I have tried. >>>In other words if you put a real 67 Cooper GP car on a real track and >>>then set GPL on a computer right next to it (and also assume I have >>>never seen/used either of them) I bet you I would be better ,at least >>>initially ,at driving the real GP car around the circuit. (if anyone >>>has a 67 cooper and would like to test this theory , I am available < >>>G>) Now there is no way I could ever do laps as fast as I do in GPL ( >>>I'd be long dead by now) There just isn't the same level of feed back >>>in a simulation. Try racing GPL without the sound on and you'll see >>>what I mean. >>> So to me all of the argument about realism is silly.(see the "what >>>about rain "thread for example , geeesh!) There IS a level of realism >>>that is just too high given the environment that we are currently >>>using too create simulations in. GPL is a good compromise of realism >>>and usability but ,only if you are complete racing "hack". If you are >>>not there is always F1RS. >>> (Daisy slips on the Nomex suit and awaits his punishment) >>I have to agree with you on this. >>A while back (I can't remember the thread or who posted it), someone went >on >>and on in response to a guy who said that GPL was too hard. He basically >let >>this guy have it with both barrels for saying that you can't fell
anything,
Quoted text (17 lines)>>and that makes GPL very hard. >>Anyway, the guy went on and on saying things like, 'how can you say that?! >>GPL has the best FELL of any racing sim ever!' I was very tempted to ask >the >>guy where he got his moving base simulator from, and did he hack the code >of >>GPL to get the base to work right. >>Like I said, I agree with you: I think GPL is asking you to do with only >>your eyes (and a little bit your hearing), what you normally do with all >>five of your senses. It seems to me like they're almost asking you to so >the >>equivalent of air to air combat by only looking at the instrument panel. I >>suppose you could do that to, but I'm not sure how much fun it would be. >>TB
Brett Resch 28 Feb 1999#453265
Hi Tony, Your point is completely correct, and impossible to argue against. However, when speaking of sims in RAS, it seems that "feel" takes on an esoteric meaning that does not necessarily relate to the sense of touch. Given the fact that this sense was, until recently, a non-factor in sims, I think one could relate "feel" to how a sim acts relative to how one would expect its real life counterpart to act. Consider your quote below: "That's nice to hear..." You may, or may not, have written that phrase tongue-in-cheek to make your point, but many people write the same thing in posts. We don't really "hear" anyone's post, but we all understand the intent of the phrase. With this understood, it makes perfect sense to say that GPL has excellent "feel" in comparison to other sims, even though one can not really "feel" anything. With the emergence of force feedback technology, "feel" will obviously need to be considered in a different light, with a meaning closer to what you are saying -- correctly -- that it should mean. A sim like Viper Racing... Now *that* I can feel! I hope Papy can come up with an implementation of FF tech that is on par with Viper in the near future. Brett
Quoted text (19 lines)>That's nice to hear ... I bet your stereo tastes great too. >TB >>So then dont race a computer game, go do it in real life! Well about the >>feel part, gpl has the best feel of any racing game out there, they never >>give you feedback with the steering wheel and the***pit moving around and >>once you play it enough, you learn which way the car is going and which way >>you are pointed and can really sense the loose and pushness. I must admit, >>real life is much better because of all the feedback you get from your *** >>and the Gs that are put on you but of all the games Ive played, gpl has the >>most feedback it can give a person. Even if it is very limited, and the >>physics model is consistent and predictable unlike others, it handles >>realistically so you know how it should react and it normally reacts that >>way. So for modern day capabilities, gpl is highly sofisticated. >>Jesse
Wosco 28 Feb 1999#453266
So then dont race a computer game, go do it in real life! Well about the feel part, gpl has the best feel of any racing game out there, they never give you feedback with the steering wheel and the***pit moving around and once you play it enough, you learn which way the car is going and which way you are pointed and can really sense the loose and pushness. I must admit, real life is much better because of all the feedback you get from your *** and the Gs that are put on you but of all the games Ive played, gpl has the most feedback it can give a person. Even if it is very limited, and the physics model is consistent and predictable unlike others, it handles realistically so you know how it should react and it normally reacts that way. So for modern day capabilities, gpl is highly sofisticated. Jesse
Quoted text (38 lines)>>>I think GPL is great. I just don't quite understand why people feel >>>so threatened by the thought of it containing difficulty options, as >>>long as the highest levels are there. To use your initial analogy, >>>Falcon 4 is hailed as the most complex, realistic flight sim ever - >>>yet it has quite a range of switchable difficulty optiions. None of >>>the ultra-hard core flight sim fanatics are screaming that this makes >>>Falcon 4 a "Novalogic arcade sim". >> I was gonna' stay away from this thread but.......... >> Falcon 4.0 has 161 keystroke variables that you use to fly with (this >>does not include the basic "steering" and throttle controls) I think >>some scaleability is in order. GPL has 10 input variables that I can >>think of. It DOES have training cars and "help" for the shifting , >>braking, and throttle. I don't know what else anyone would want. >> That having been said : T. Liam McDonald was spot on with the >>comment about GPL trying to recreate a 3d activity in a 2d world and >>about how it was probably more difficult than driving the real thing. >>I have felt this way about all of the driving sims that I have tried. >>In other words if you put a real 67 Cooper GP car on a real track and >>then set GPL on a computer right next to it (and also assume I have >>never seen/used either of them) I bet you I would be better ,at least >>initially ,at driving the real GP car around the circuit. (if anyone >>has a 67 cooper and would like to test this theory , I am available < >>G>) Now there is no way I could ever do laps as fast as I do in GPL ( >>I'd be long dead by now) There just isn't the same level of feed back >>in a simulation. Try racing GPL without the sound on and you'll see >>what I mean. >> So to me all of the argument about realism is silly.(see the "what >>about rain "thread for example , geeesh!) There IS a level of realism >>that is just too high given the environment that we are currently >>using too create simulations in. GPL is a good compromise of realism >>and usability but ,only if you are complete racing "hack". If you are >>not there is always F1RS. >> (Daisy slips on the Nomex suit and awaits his punishment) >I have to agree with you on this. >A while back (I can't remember the thread or who posted it), someone went
on >and on in response to a guy who said that GPL was too hard. He basically let >this guy have it with both barrels for saying that you can't fell anything, >and that makes GPL very hard. >Anyway, the guy went on and on saying things like, 'how can you say that?! >GPL has the best FELL of any racing sim ever!' I was very tempted to ask the >guy where he got his moving base simulator from, and did he hack the code of >GPL to get the base to work right. >Like I said, I agree with you: I think GPL is asking you to do with only >your eyes (and a little bit your hearing), what you normally do with all >five of your senses. It seems to me like they're almost asking you to so the >equivalent of air to air combat by only looking at the instrument panel. I >suppose you could do that to, but I'm not sure how much fun it would be. >TB
Paul Jone 02 Mar 1999#453647
My letter to Mr. McDonald: Dear Liam McDonald, Your review of Grand Prix Legends in the March issue of Maximum PC is missplaced and rather galling. I have owned GPL since mid-October and since then it has hardly come out of my CD tray. No computer game and certainly no racing simulation has given me more pleasure and more fun. I have no idea if you have ever driven a race car but from your article, I can only presume that you haven't. It is not easy. Sure, you can potter around the track at 4000 rpm and feel, hey I'm in charge of this. But anyone can potter around the track at 4000 rpm in a GPL car - even my 4 year old can do that (no, he really can). But if you push it, and try and run around the track near the red-line, you will find it very hard. You have to practice. And you have to practice in GPL. For you to say that the game is over-modelled and too exacting, offends me. How can it be over-modelled? Why on earth would you want to drive a racing game where the cars were deliberately under-modelled? The only reason I can think of is that you want a little light entertainment and do not want the challenge of the real thing. If this is the case, then you are not the person who should be reviewing this title. It's rather like a non-programmer reviewing a C++ compiler and declaring that it is far too difficult. Yes, GPL is difficult, but it is not randomly difficult - it is difficult because the thing that it models is difficult. You claim that the overmodelling makes it harder than it should be because you cannot feel the cars. Papyrus have given us other cues, the tyres squeal in an "unrealistic" way so that we can detect when they are approaching the limits of traction. Sure elements of force-feedback would have been another way this could have been acheived. However you can only pass on very little of the race car "feel" with FF as it currently exists. G-Forces, which are far and away the most important physical sensation you can feel when racing, cannot be modelled with FF. I agree that FF is an omission, but it is not as glaring a one as you suggest and it is certainly not "stupid". Do you imagine that a racing simulation software house didn't consider it - just who is being stupid here? You make comparison with flying. Flying is difficult, but flying certain aeroplanes is even more so. Only a handful of pilots in the world could fly a Hawker Harrier - they are reputed to be extremely unforgiving - and death-traps as well. An accurate Harrier simulation would be very, very difficult. I don't doubt that they exist and are used in the airforces that own Harriers. Grand Prix Legends is the same. These cars are as unforgiving as were the real cars of that era. Jim Clark and Jack Brabham were extremely good drivers and GPL gives us the opportunity to see what they faced - but without the danger. For many of us driving a hyper-realistic 1967 Formula One simulation is a real delight. You acknowledge this fact by saying "Racing fans lap this up, nonfans admire the attention to detail." Why then do you say "Mandatory real-world physics in a game are stupid." They may not be to your taste - that is your predeliction - but they are not stupid. Many of us revel in titles like GPL and regret that so many people like you, who are unprepared to put in the time to achieve the satisfaction possible, are prepared to bad-mouth it and damage its sales. What this does is to make it less likely that such a masterpiece will be written again. For that I despise you, Yours sincerely, Paul Jones
Paul Jone 02 Mar 1999#453648
> Exactly. Most "gamers" are exactly that - gamers. They aren't concerned > with the accuracy of the car models, or the period accuracy of the track- > side graphics, or the intensity of the physics model. The typical gamer > wants to kill or mame, or generally break the law in a virtual world. To > that group, companies have provided test-drive 5, Need For Speed, Grand > Theft Auto, Pod, and games of that ilk. That is true of many gamers but by no means all. Three examples of three gamers: A guy at work said that he didn't care much for racing games but GPL was different - it was like a real car - it is the only one he plays. The guy opposite comes round to race on my LAN. At first, we raced NFS3, TOCA and MGP because I thought he would find GPL too difficult. When we put it on he said, "Now this is the real thing - let's just race this". A nine year old friend of my son loves GPL. He likes the challenge. It feels to him fuller - more real - and of course he's never driven a car. Cheers, Paul
DHensle 02 Mar 1999#453649
What a great letter, I could not have said it better myself. I just hope Papyrus doesn't "detune" the next version of Nascar Racing to appease idiots like this, that is what I'm afraid is going to happen. Dave
Larry 02 Mar 1999#453650
This has changed? -Larry > At the time, Grand Prix 2 was the top Formula Sim.
P Gagg 04 Mar 1999#454078
> My letter to Mr. McDonald: ****Excellent letter snipped**** Great letter, well written, to the point, accurate. I agree wholeheartedly. 8-) *Peter* #:-)

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