Like the feel of it, reminds me more and more of GPL.
DOK
F1 Challenge physics, sound and multiplayer wishes
Early players compared the feel of F1 Challenge 99-02 to GPL, which others disputed because the cars are so different. Steve Smith said Doug Arnao, a real-world racer who tuned the GTR2002 mod, had heavily revised the physics parameters. Posters praised the force feedback and sound and listed multiplayer features they wanted.
Automated summary.
Where did you get it?
"DOK" <[email hidden]> wrote in message
news:[email hidden]...
> Like the feel of it, reminds me more and more of GPL.
>
> DOK
Well it shouldn't. The cars are totally different.
Todd
"DOK" <[email hidden]> wrote in message
news:[email hidden]...
> Like the feel of it, reminds me more and more of GPL.
>
> DOK
"JTBurn" wrote...
> Well it shouldn't. The cars are totally different.
The limit is the limit... whether it's in a model T Ford, or the Jaguar R4.
Jan.
=---
On Tue, 24 Jun 2003 00:40:14 GMT, "Jan Verschueren"
<[email hidden]> wrote:
>"JTBurn" wrote...
>> Well it shouldn't. The cars are totally different.
>
>The limit is the limit... whether it's in a model T Ford, or the Jaguar R4.
The limit in a winged car is much narrower than in a wingless car.
Also, while unrelated, the limit in a mid engined car is narrower than
in a front engined car.
I've heard nothing but good things about the physics in F1C btw, just
talking to people on vroc who hated F1 2002. Supposedly the
suspension model and force feedback are much improved giving a better
feel of what the car is doing - apparently you can actually get an
impression that weight is transferring when playing with the throttle
mid-corner. The traction control modelling is apparently really nice
as wel. I haven't gotten any reports on the aero model yet to see if
the magic sideways downforce is still there, which is probably my
biggest concern and where GP4 and the 95 mod both blew F12k2 out of
the water.
I'll probably trade in a few xbox games for it tommorrow and give a
brutal review.
Jason
I don't think ISI was able to do much to the basic physics engine (time
constraints, dontcha know), but all the parameters have been *seriously*
tweaked by Doug Arnao, who earlier tweaked the physics in the GTR2002 mod.
Doug is a RW racer, driving school (BMW) instructor, and master car
builder/tuner (he owns a Porsche shop). He also helped me no end with the
strategy guide for GPL.
In my view, the "most improved" feature of F1C is the netcode/multiplayer
stuff. It's still not perfect (there's more to come in ISI's next release:
NASCAR Thunder 2004...no relation to any previous iteration of NT) but it's
a 4-alarm increase over any of the previous ISI F12x games. The responsible
parties in this department include the redoubtable Alison Hine (who along
with Doug and I were beta testers for GPL).
OTOH, if you're not impressed, it's not my fault. I was a lowly TrafficBot,
as in, "Drive around and let's see if anything breaks."
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
R4.
Quoted text (7 lines)
> On Tue, 24 Jun 2003 00:40:14 GMT, "Jan Verschueren" > <[email hidden]> wrote: > > >"JTBurn" wrote... > >> Well it shouldn't. The cars are totally different. > > > >The limit is the limit... whether it's in a model T Ford, or the JaguarQuoted text (21 lines)
> > The limit in a winged car is much narrower than in a wingless car. > > Also, while unrelated, the limit in a mid engined car is narrower than > in a front engined car. > > I've heard nothing but good things about the physics in F1C btw, just > talking to people on vroc who hated F1 2002. Supposedly the > suspension model and force feedback are much improved giving a better > feel of what the car is doing - apparently you can actually get an > impression that weight is transferring when playing with the throttle > mid-corner. The traction control modelling is apparently really nice > as wel. I haven't gotten any reports on the aero model yet to see if > the magic sideways downforce is still there, which is probably my > biggest concern and where GP4 and the 95 mod both blew F12k2 out of > the water. > > I'll probably trade in a few xbox games for it tommorrow and give a > brutal review. > > Jason
>
> OTOH, if you're not impressed, it's not my fault. I was a lowly
> TrafficBot, as in, "Drive around and let's see if anything breaks."
hmmmm wonder why they didn't want me to try and break things...I'm pretty
good at fenders and wheels and wings and and and....
dave henrie
;)
> I've heard nothing but good things about the physics in F1C btw, just
> talking to people on vroc who hated F1 2002. Supposedly the
> suspension model and force feedback are much improved giving a better
> feel of what the car is doing - apparently you can actually get an
> impression that weight is transferring when playing with the throttle
I would agree with that statement. The FF is definately way better. Body
roll now plays a big part.
> mid-corner. The traction control modelling is apparently really nice
> as wel.
seems OK, don't notice anything much new except for the sounds.
I haven't gotten any reports on the aero model yet to see if
> the magic sideways downforce is still there, which is probably my
> biggest concern and where GP4 and the 95 mod both blew F12k2 out of
> the water.
Not sure how to test this...
Anybody know what the 'look ahead' option does? It doesn't look at the apex
of the approaching turn...
What's up with the engine sounds? Reminds me of a hair dryer.
I have a deviance version, will buy it definitely. I didnt mean it
drives like 1967 but the way the car shifts, the head rocks feels a
bit like it.
Thats all I meant.
DOK
> What's up with the engine sounds? Reminds me of a hair dryer.
OMG.....Some people are never satisfied. I've been to an F1 race, I've been
watching F1 for god knows how long and this is the most stunning
representation of real-life sound I've ever heard in a 'game.'
<sigh> Why are sim-racers such whinging nit-pickers/know-it-alls?
"Redmist" <[email hidden]> wrote in message
news:bd956h$qjver$[email hidden]...
> > What's up with the engine sounds? Reminds me of a hair dryer.
>
> OMG.....Some people are never satisfied. I've been to an F1 race, I'vebeen
> watching F1 for god knows how long and this is the most stunning
> representation of real-life sound I've ever heard in a 'game.'
You've not tried the external sound app. for GPL then?
doug
> You've not tried the external sound app. for GPL then?
yep
On Mon, 23 Jun 2003 23:30:46 +0200, DOK <[email hidden]> wrote:
>Like the feel of it, reminds me more and more of GPL.
>
>DOK
The *raw* sound is really appealing :))
On Tue, 24 Jun 2003 02:16:18 GMT, "Steve Smith"
<[email hidden]> wrote:
What I would like to see in MP is the quality of my connection, no
pauses when someone joins, chat lines while I'm in the cockpit, a big
label above cars saying "Wussy" when they're using the Nintendo view,
the ability to rewind or save the video, the times of _all_ my laps
I've driven and a countdown timer before a session starts in the UI.
(When formation lap is enabled)
So far I've not been into an online session what impressed me. The
only session the cars weren't invisible or driving through the woods,
they where slowing down too much in the braking area, and then they
catapulted away onto the straight.
It would be nice to see the status of a race in the lobby, too. Now
you don't know the amount of (practice) time left, or when a race is
close to be finished. (Maybe you see more in Game *gasp* Spy)
In solo play I'm still looking for those yellow flags for which I
should look out according to my pitmanager...
Remco
Quoted text (7 lines)
> >In my view, the "most improved" feature of F1C is the netcode/multiplayer >stuff. It's still not perfect (there's more to come in ISI's next release: >NASCAR Thunder 2004...no relation to any previous iteration of NT) but it's >a 4-alarm increase over any of the previous ISI F12x games. The responsible >parties in this department include the redoubtable Alison Hine (who along >with Doug and I were beta testers for GPL).On Tue, 24 Jun 2003 13:20:22 GMT, [email hidden] (Remco
Moedt) wrote:
> a big
>label above cars saying "Wussy" when they're using the Nintendo view,
dsghsdf
I second that feature.
Jason
"Redmist" <[email hidden]> wrote in message
news:bd98ec$qoptm$[email hidden]...
> > You've not tried the external sound app. for GPL then?
>
> yep
And you think the new ISI F1 title is better?
Doug
> And you think the new ISI F1 title is better?
Hands down.
> the ability to rewind or save the video, the times of _all_ my laps
> I've driven and a countdown timer before a session starts in the UI.
Right click on your name in the pits to see a list of all your lap times.
What do you mean before a session starts?
On Wed, 25 Jun 2003 01:17:16 +1000, "Redmist" <[email hidden]> wrote:
>> the ability to rewind or save the video, the times of _all_ my laps
>> I've driven and a countdown timer before a session starts in the UI.
>
>Right click on your name in the pits to see a list of all your lap times.
Aha! Thanks.
>What do you mean before a session starts?
I mean this when the formationlap is enabled. The only way to see the
time left is watching the red lights. It would be nice to see a
countdown, so you can better plan the pee stop before a long
leaguerace.
Remco
"Redmist" <[email hidden]> wrote in message news:<bd956h$qjver$[email hidden]>...
I guess it takes one to know one. lol
RG
From: Redmist ([email hidden])
Subject: Re: why no mention of the F12K SportsCar mod?
View this article only
Newsgroups: rec.autos.simulators
Date: 2003-06-24 02:23:26 PST
> Downloaded it, and have had lots of fun racing at Road Atlanta and the old
> Sears Point. If it came out before the GTR mod, it would have created much
> of the same HOPLA I'm sure.
>
> Hats off for a job well done!
It's decent but it's hardly in the same category as GTR in terms of
physics/realism.
Quoted text (7 lines)
> > What's up with the engine sounds? Reminds me of a hair dryer. > > OMG.....Some people are never satisfied. I've been to an F1 race, I've been > watching F1 for god knows how long and this is the most stunning > representation of real-life sound I've ever heard in a 'game.' > > <sigh> Why are sim-racers such whinging nit-pickers/know-it-alls?"Doug Ellison" <[email hidden]> wrote in message
news:bd97gb$qh1hv$[email hidden]...
> You've not tried the external sound app. for GPL then?
>
> doug
>
>Where is this GPL "sound app" you are referring to Doug?
I have added sounds to the game before, but not sure if I have used this one
TIA
Greg
"Redmist" <[email hidden]> wrote in message
news:bd9ng6$qn02j$[email hidden]...
> > And you think the new ISI F1 title is better?
>
> Hands down.
Well - I have it on pre-order - but I wont believe it till I hear it with my
own eyes
Doug
> I guess it takes one to know one. lol
hehe...true....I stand by both my comments though.....
> I mean this when the formationlap is enabled. The only way to see the
> time left is watching the red lights. It would be nice to see a
> countdown, so you can better plan the pee stop before a long
> leaguerace.
Isn't there a counter at the top of the screen or is it not present on the
formation lap?
On Wed, 25 Jun 2003 12:55:46 +1000, "Redmist" <[email hidden]> wrote:
Sorry, I wasn't very clear. I've been in a few online races, and
noticed the host often, if not always, suddenly selects the next
session. At that time you don't know how much time you've to adjust
the setup. Well, not much time, that's for sure :-/ But at least
you'll see the red lights getting on one by one.
With a formationlap it's up to the polesitter, I think. Offline the
field suddenly moves, I've no idea on what sign. (Not been on pole
yet, the AI keeps knocking off my rearwing when I start in front of
one. I've not enough buttons on my wheel to use launch control. And
since I'm driving the '99 Minardi, I don't think it even HAS launch
control...)
So, maybe it's there somewhere (a counter), but some indication how
much time you've to prepare the setup would be nice.
Remco


































