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Rec.Autos.Simulators Archive

World Championship Formula 1

4 posts by 4 people · 08 Sep 1996 - 14 Sep 1996

Mann 08 Sep 1996#336456
For all of you who were let down by GP2, prepare yourselves for World Championship Formula 1 from Psygnosis for the Playstation. No slow frame rates, no MASSIVE cpu requirements, all you need is a $199 Playstation and a $69.95 Mad Katz Steering Wheel/Pedal Combo unit and you're all set for the best F1 Sim coming real soon... I can't wait !! Read this from Bizarre Creations' July issue: Sim Racing News - Product Update - F1 (Bizarre Creations / Psygnosis) Every year when Formula One goes to Monaco, we revel in the sight of some of the world's best drivers fighting 700hp through the tight, slippery streets. For me, Monaco, and F1 in general, is summed up by the oft shown images of Ayrton Senna hurling his McLaren into and out of the swimming pool complex, scant millimetres from the armcos. A wonderful sight, and the one I always use to test any F1 game - how does it feel when taking that complex flat out? It's an incredibly difficult section to do quickly, but it is immensely immensely rewarding in terms of lap times and in the satisfaction of something achieved when you get it "just right". F1GP captured that feel perfectly, and enormous satisfaction is gained from getting a good lap and threading the car between the armcos - how about Bizarre Creations F1? Well I'm happy to say it succeeds - and then some. Balancing the car on the throttle before dashing through the left, right - right, left of the swimming pool is as satisfying as ever, and the car "feels" right. That is an incredibly difficult thing to get right, or indeed to explain, the "feel" of a driving sim, but it is immediately obvious to a driver when it is wrong. F1 responds as you expect, catching oversteer with throttle or wheel, balancing the car through corners, the feedback that lets you know when the car is just about to go into a spin. Like most racers I can't describe exactly how it is you know these things, but whatever it is F1 is giving the right feedback for driving. Take that Arcade label outside and shoot it, this has real sim aspirations. On the other hand, get that arcade label back in here, let's not shoot it just yet. Essentially that is what F1 is, a sim racer in the clothes of an arcade game. What it lacks in the setup department, it makes up for in the driving model, so if you enjoy driving but find the garage something of a mystery, you will love F1. If you enjoy spending hours tinkering with tyre pressures, cambers and the like, for you F1 will be rather sparse in that respect. A difficult game to categorise, more sim than arcade, and yet more arcade than the sims. Setup Actual car setup covers only the major areas such as the adjustment of wings and brake balance, rather similar to F1GP. In terms of race strategy, you can choose how many fuel stops to run, and adjustments can be made while you pit, changing tyres, taking on fuel and repairing any damage you've sustained. You can also switch to wets should it start to rain (more on that later). The Tracks (or, "Who the heck left THAT there?!") For those drivers like me who have played F1GP to death, F1 will come as somewhat of a rude awakening - you may be in for a shock on your first lap around some circuits. Powering down the S/F straight toward Ste. Devote on my first lap around Monaco, I was caught unawares by that bit of barrier that juts out from the left - you can see it on TV, and you can crash into it in F1 (unless of course you're a better driver than I am). The reason for this is that the actual tracks have been recreated with incredible precision, so many features which were not included in F1GP, will be found here. This attention to detail and unerring accuracy is a theme which runs through every track in F1. We all know that little hump in the road leading down from Casino square to Mirabeau - some drivers go over it, some drive around it, and thats a choice you also must now make because it too is in F1. Such is the case with every track, and if I could tell you the extraordinary trouble Bizarre went to in order to ensure the tracks were utterly accurate, you would be as amazed as I was. I can't stress how much fun that was, every little detail that you see on TV is found on the track here. More Tracks The time I spent at Bizarre Creations was full of incredible first impressions - the top-notch graphics of the game, the driving model, the incredible intro sequence, the mechanics underlying the game, the cordon bleu talents of Betty Butty (don't ask!), the inflatable aeroplane fights, I could go on for ages (who said "yes, and you usually do"?!). The track designer however, is possibly my favourite feature. This is an absolutely incredible piece of work, allowing total control over a track. With a little work and some help files, even Sarah will be able to work it (although I'm not going to be rushing down to Ladbrokes on that one). This will be an invaluable add-on, and worth the price of the game by itself. I sat and watched as a track was literally created in front of my eyes in a few minutes - when I consider what some people, myself included, went through trying to create tracks for ICR2, this is a revelation. Firstly the track laid down, widths adjusted, rumble strips added, heights for each point set, the camber of the track set at any point you want to adjust - all of this with just a few mouse clicks. A total dream. Consider this a bit like the WAD designers for DOOM - it is simple to knock up a track with little effort, but a real classic will take some time adding and perfecting textures, graphics etc. AI performance and racing lines can be put in and manipulated, and the end result is basically any track you want to create. Utterly fabulous, but unfortunately it only works on the PC. Not so good for the Playstation owners, but if our pleas are heard and a PC version does get the go-ahead, there is the potential for designing any track imaginable. Anyone fancy a modem race around the Nordschleife?!! Driving Model Being written for the Playstation, F1 has inevitably been tagged with that arcade image by racers, and it is true there are one or two aspects of it which do come under this heading. However, the driving model certainly isn't one of them. Dont let the fact that it has an arcade setting lull you into any false impressions, it may not have the complex driving physics of GP2 or ICR2, but it is a million miles away from arcade games like Need for Speed and Screamer. As a long time sim-racer, I confidently hopped into the driving seat and won only my second race........ Yes I did, I won! Oh okay, it was in arcade mode......yes, I was driving a Williams........right OKAY, it was also on the easy setting - happy now?! Having achieved this, I immediately went into Overconfident-R-Us mode and headed for Grand Prix mode, on hard setting with no driver aids. First stop, Monza (easy track!).......So there I am sitting on the grass at the Rettifilio, facing the wrong way - wow, what happened?! Several hundred yards out of the pits and I was pirouetting straight through the chicanes having put two wheels on the grass under braking. As you would expect, the car went into a spin and there ended my first outing. I was told that the tires are cold when you leave the pits and need time to come up to full racing temperature - I knew there had to be a reason why I crashed! Over the next couple of hours I tried Monza, Silverstone, Aida and Monaco, getting the hang of the controls and the circuits, and at the end I was very impressed. The controls felt great in Grand Prix mode, especially when using analogue brake and throttle, and that all important feel was definitely there allowing the car to be driven on (or in my case over!) the edge. In the fast uphill sweeps of Aida, the car could be balanced well, and over/under steer caught and controlled on either the gas/brake or the steering as you would expect. It's NOT easy to drive, far more like Indycar 2 than F1GP with an excellent steering model in Grand Prix mode. Having said that, I wasn't very happy with the way the brakes reacted, either being too strong or too weak. From later chats with Bizarre Creations, this has been worked upon, and I look forward to testing the improvements on the final version. In fact the only thing which we found to be a problem (and something which has been noted on the newsgroups) was that at the time of our test there was no actual "in car" view to race from. Instead there is a "dynamic camera" which you can move around and place anywhere you want on the car. This is fine and would allow in car views if you positioned it in the cockpit, but we begged and pleaded with them to include an in-car view....and they did! (Thanks!). The newly implemented in-car driving view shows the view down over the front wheels and wing, and can be static or can move with the motion of the car (when you bounce over the kerbs, your head bounces too). AI Performance While wandering around the Bizarre Creations office, I chanced upon a copy of The Bible!!! - Ayrton Senna's book "Principles of race driving" (if you havent read it, why not!?!?!?). As it turned out, this book was used to fine-tune the racing tactics and line of the AI, so be very careful going into the first corner at Suzuka, and never enter your player name as Alain Prost . Actually the performance of the AI was one of the most difficult things to evaluate, partly because it is still being worked on at the moment, especially the close quarters racing, and partly because I never saw them! I wasn't quick enough to keep up and race wheel to wheel. The most I managed was three laps of wheel-to-wheel dicing around Aida in Grand Prix mode, and I found the AI to be excellent (then I touched the grass and spun off, never seeing the AI again until I was lapped!). Along with the driving model, AI is probably the most important thing in a game, and I cant really endorse it on the basis of only a few laps ... read more »
David Schi 13 Sep 1996#336964
>For all of you who were let down by GP2, prepare yourselves for World >Championship Formula 1 from Psygnosis for the Playstation. No slow >frame rates, no MASSIVE cpu requirements, all you need is a $199 >Playstation and a $69.95 Mad Katz Steering Wheel/Pedal Combo unit and >you're all set for the best F1 Sim coming real soon... I can't wait !! Thats great if you like something around 320x200x16 resolution (at least I think that's the resolution of the PSX or maybe interpolated to 640x400 with S-Video). I'll wait for a PC version that works with some of the soon to be released 3d cards (eg. Orchid's or Diamond's 3dfx based cards). "Starting Grid" from Visiware looks promising.
You're welcome to it. Enjoy changing drivers, car bitmaps, and helmets. Plus all that other expandibility that the Playstation offers. Why don't you mention that the game is likely $40 US more than GP2 and that you need a $30 memory card to save games?? You're also welcome to using that blindingly quick playstation, the same one that slows down playing Robotron, let's see here, it's about a 95K executable on my PC. Have they decided to include an 'in the***pit' view yet?? I don't recall seeing one. Jeff
Ray Gjerg 14 Sep 1996#337060
Still a lot cheaper than GP2,because unless you have a P166 or better your framerates and speed are not going to be nowhere near the F-1 on the playstation,especially not in hi-res mode.Maybe F-1 when it comes out on PC and you use a 3DFX card with it,but we are talking about a $2500+ machine here, aren't we.There's also a problem of being stuck too close to your monitor while electromagnetic radiation from it is slowly frying your brain. Than again if you guys want the best you 'll have to wait until november, that's when Nintendo releases Mario Kart for N64 and it'll be 1998 before a PC game of same quality is made,as no Pentium based PC can even dream of running something like that today.

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