> I must say I am disappointed quite a little bit by this. I have
>been anticipating this demo for a while. While the car physics and
>sounds may be good, the graphics leave a lot to be desired in late
>1997. First of all, the other cars look terrible to me. There's no
>comparison to the look of the cars in this and the ones in ICR2, N2,
>UbiF1, and even the sorry Psygnosis F1.
I can't really comment on the graphics issues you raised as I haven't
installed a 3D accelerator in my system yet. But, I have previously posted
some critical comments regarding the physics model in CART vs. GP2. I now
think that there needs to be a new level beyond the Professional level as it
stands right now in CART. It should require a great deal of tweaking of
setup and practice to find the ideal line and speed in order to approach the
real life lap record at a course like Laguna. The professional level should
be just that: a level of realism that demands precise driving in order to be
competitive.
While the physics are perhaps a good first attempt, I still believe the cars
have way too much grip. I couldn't possibly have been throwing the car
around in GP2 (or in real life for that matter) as I can in CART. There
should be no way that a person with one or two days experience should be
able to get the kind of lap times that are being achieved.
Also, as I said in a previous post, when you do put a wheel off on grass or
gravel, there should be a more significant decrease in speed and control.
With CART, missing a turn is no big deal as you don't loose a realistic
amount of speed or control. These are all a function of the physics model
and are the basis of my criticism.
Notable threadFirst reactions to the CART Precision Racing trial version
Users of Microsoft's CART Precision Racing trial complained about low frame rates, short draw distance and too much grip out of slow corners, while others said turning off traction control produced plenty of wheelspin. Dean of the CART team said the physics were based on input from CART drivers such as Mark Blundell and Bobby Rahal, and pointed to keys for adjusting visibility. John Browne, also on the team, explained the Laguna Seca corkscrew handling.
With Dean (Microsoft CART Precision Racing team); John Browne (CART Precision Racing team)
Automated summary.
Make sure you have "hardware acceleration" checked in the graphics setup.
Otherwise it defaults to your normal video card.
I also was a little disappointed by this game after trying it. I personally
like Psygnosis Formula 1 much better.... the graphics are a little more
sharp in Formula 1... I would like CART much better if the steering wasn't
so bad. Maybe its just me, but the CART cars steer the same as the Monster
Truck Madness trucks do... (meaning the steering is not very responsive and
I feel like I'm driving a truck), Indy type cars are supposed to have very
responsive steering, with the ability to dart in and out of traffic quickly,
something this game does not have.
Quoted text (32 lines)
> I must say I am disappointed quite a little bit by this. I have >been anticipating this demo for a while. While the car physics and >sounds may be good, the graphics leave a lot to be desired in late >1997. First of all, the other cars look terrible to me. There's no >comparison to the look of the cars in this and the ones in ICR2, N2, >UbiF1, and even the sorry Psygnosis F1. > Like another post mentioned, the graphics of ICR2 Rend look much, >much better. I fiddled with this thing at every setting I could think >of, and it just looks bland. And even worse, I'm getting choppy >performance with a 200 Mhz MMX Overdrive\32 RAM\512K L2\Intergraph >Intense V1000 Rend\Diamond Monster. Yes, I have all the latest drivers, >hardware accleration is enabled, etc. The frame rate speeds up when I >turn some of the graphics down, but it is still CHOPPY. The frame is OK >but I get a lot of the Win95 'hiccups'. I find this hard to believe. >The Ubisoft F1 demo has much, much more detail than this and SCREAMS on >this computer. > I want to like this sim, I really do. I am not so convinced that the >sounds are all that much better than ICR2, and perhaps the physics of >the car are better, but the graphics engine really could have been a lot >better. This is supposed to utilize MMX? I get 70-89 frames per second >with POD! Microsoft, take a look at some of these other graphics >engines: Moto Racer, NFS2SE, POD, ICR2, N2, UBIF1. These all play at >30+ frames per second on my computer. I can't you what my frame rate >was; I deleted the demo before I saw the FAQ. Perhaps I'll try it >again. But I do know that it was disturbing compared to the >above-mentioned titles. > One final thing. I have no way of knowing which 3D card it was >using. Before this, all Direct 3D games have used my 3Dfx card, but >this one looks like it might have been using the inferior Rendition >card. Is there any way to tell, or switch, which card is used for >Direct 3D here? I might give it a second chance if someone can shed >some light here.I must say I am disappointed quite a little bit by this. I have
been anticipating this demo for a while. While the car physics and
sounds may be good, the graphics leave a lot to be desired in late
1997. First of all, the other cars look terrible to me. There's no
comparison to the look of the cars in this and the ones in ICR2, N2,
UbiF1, and even the sorry Psygnosis F1.
Like another post mentioned, the graphics of ICR2 Rend look much,
much better. I fiddled with this thing at every setting I could think
of, and it just looks bland. And even worse, I'm getting choppy
performance with a 200 Mhz MMX Overdrive\32 RAM\512K L2\Intergraph
Intense V1000 Rend\Diamond Monster. Yes, I have all the latest drivers,
hardware accleration is enabled, etc. The frame rate speeds up when I
turn some of the graphics down, but it is still CHOPPY. The frame is OK
but I get a lot of the Win95 'hiccups'. I find this hard to believe.
The Ubisoft F1 demo has much, much more detail than this and SCREAMS on
this computer.
I want to like this sim, I really do. I am not so convinced that the
sounds are all that much better than ICR2, and perhaps the physics of
the car are better, but the graphics engine really could have been a lot
better. This is supposed to utilize MMX? I get 70-89 frames per second
with POD! Microsoft, take a look at some of these other graphics
engines: Moto Racer, NFS2SE, POD, ICR2, N2, UBIF1. These all play at
30+ frames per second on my computer. I can't you what my frame rate
was; I deleted the demo before I saw the FAQ. Perhaps I'll try it
again. But I do know that it was disturbing compared to the
above-mentioned titles.
One final thing. I have no way of knowing which 3D card it was
using. Before this, all Direct 3D games have used my 3Dfx card, but
this one looks like it might have been using the inferior Rendition
card. Is there any way to tell, or switch, which card is used for
Direct 3D here? I might give it a second chance if someone can shed
some light here.
complete opposite here, I can't even drive straight
>Make sure you have "hardware acceleration" checked in the graphics setup.
>Otherwise it defaults to your normal video card.
>I also was a little disappointed by this game after trying it. I personally
>like Psygnosis Formula 1 much better.... the graphics are a little more
>sharp in Formula 1... I would like CART much better if the steering wasn't
>so bad. Maybe its just me, but the CART cars steer the same as the Monster
>Truck Madness trucks do... (meaning the steering is not very responsive and
>I feel like I'm driving a truck), Indy type cars are supposed to have very
>responsive steering, with the ability to dart in and out of traffic quickly,
Quoted text (36 lines)
>something this game does not have. >> I must say I am disappointed quite a little bit by this. I have >>been anticipating this demo for a while. While the car physics and >>sounds may be good, the graphics leave a lot to be desired in late >>1997. First of all, the other cars look terrible to me. There's no >>comparison to the look of the cars in this and the ones in ICR2, N2, >>UbiF1, and even the sorry Psygnosis F1. >> Like another post mentioned, the graphics of ICR2 Rend look much, >>much better. I fiddled with this thing at every setting I could think >>of, and it just looks bland. And even worse, I'm getting choppy >>performance with a 200 Mhz MMX Overdrive\32 RAM\512K L2\Intergraph >>Intense V1000 Rend\Diamond Monster. Yes, I have all the latest drivers, >>hardware accleration is enabled, etc. The frame rate speeds up when I >>turn some of the graphics down, but it is still CHOPPY. The frame is OK >>but I get a lot of the Win95 'hiccups'. I find this hard to believe. >>The Ubisoft F1 demo has much, much more detail than this and SCREAMS on >>this computer. >> I want to like this sim, I really do. I am not so convinced that the >>sounds are all that much better than ICR2, and perhaps the physics of >>the car are better, but the graphics engine really could have been a lot >>better. This is supposed to utilize MMX? I get 70-89 frames per second >>with POD! Microsoft, take a look at some of these other graphics >>engines: Moto Racer, NFS2SE, POD, ICR2, N2, UBIF1. These all play at >>30+ frames per second on my computer. I can't you what my frame rate >>was; I deleted the demo before I saw the FAQ. Perhaps I'll try it >>again. But I do know that it was disturbing compared to the >>above-mentioned titles. >> One final thing. I have no way of knowing which 3D card it was >>using. Before this, all Direct 3D games have used my 3Dfx card, but >>this one looks like it might have been using the inferior Rendition >>card. Is there any way to tell, or switch, which card is used for >>Direct 3D here? I might give it a second chance if someone can shed >>some light here.Are you sure you have traction control off. Boy when I removed this help, i
lost it quite a few times. Although, I must saw that even if I goosed it
coming out of the yurns, the car would stick like glue.......With ICR2, you
had to be more gentle with the throttle. :(
Crimson
Crimson's Sim World
www.total.net/~fmoriss
Quoted text (8 lines)
>> Although the car will become unstable, it is possible to go through >> turn five without lifting. >Oops, make that turn six. Of course you cannot go through five without >lifting. >Turn five requires a slow down. I usually downshift to fourth gear. >..and as someone else mentioned, it is far too easy to get good lap times.Guys,
IMHO, I think you'll find that spending more time in the garage might
improve your overall assessment of the sim.
Brett
Quoted text (49 lines)
> [snip] > >I can't really comment on the graphics issues you raised as I haven't > >installed a 3D accelerator in my system yet. But, I have previously posted > >some critical comments regarding the physics model in CART vs. GP2. I now > >think that there needs to be a new level beyond the Professional level as it > >stands right now in CART. It should require a great deal of tweaking of > >setup and practice to find the ideal line and speed in order to approach the > >real life lap record at a course like Laguna. The professional level should > >be just that: a level of realism that demands precise driving in order to be > >competitive. > >While the physics are perhaps a good first attempt, I still believe the cars > >have way too much grip. I couldn't possibly have been throwing the car > >around in GP2 (or in real life for that matter) as I can in CART. There > >should be no way that a person with one or two days experience should be > >able to get the kind of lap times that are being achieved. > >Also, as I said in a previous post, when you do put a wheel off on grass or > >gravel, there should be a more significant decrease in speed and control. > >With CART, missing a turn is no big deal as you don't loose a realistic > >amount of speed or control. These are all a function of the physics model > >and are the basis of my criticism. > Frank, > I must agree with all of this. I'm not too worried about graphics, as > long as they're good. I am really concerned about racing realism. I am > only using the trial version but I don't think this is an issue. I > have all aids off and difficulty set to professional. The grip issue > is an absolute joke. I can stress how important this is to a real > simulation. Coming out of the corkscrew, I can slam the throttle in > any gear without a hint of a spin. I can almost drive as fast on the > gravel as I can on the track. > This is a real missed opportunity - they clearly have the technology > to get this right. I understand someone officially related to the > games is posting FAQs to the group. I hope this issue is picked up as, > until it is addressed, this cannot possibly be considered an accurate > simulator. In all other respects (except pits and flags), I think it's > an excellent start. Dare one ask for a 'patch' in the near future? > Regards > -- > Neil Charlton > http://www.charlt.demon.co.uk/ > -->Yes , yes and yes. Are you seriously saying that flooring the throttle
>in first in the middle of a hairpin with an 800bhp car *shouldn't*
>make you spin out?
Hmm, in professional mode I've found after flooring the throttle results in
me doing doughnuts.
I'm not sure if the wheel was straight or not all the times i attempted
this...
Quoted text (27 lines)
>>The issue of grip is coming up a lot. >>This Sim was developed with the full cooperation and testing >>input of many CART drivers (Blundell, Rahal, several others ...) >>- the physics model is based on their tuning input. >>Does it have "unrealistic grip"? >>The professional CART drivers don't think so. >Hey Dean, good to see you participating in the forum. While it is nice >that Blundell and others approve of the physics, and the physics do >seem very good overall, the grip may be set too high, and here's why: >Folks, myself included, are doing 249 mph laps at Michigan, 203 mph >laps at Miami, 1:05.xx second laps at Detroit, 192 mph laps at >Milwaukee, 1:34.xx laps at Elkhart Lake, 0:54.xx second laps at >Toronto, and so on. If I am not mistaken all of these laps are >*significantly* better than the real track records. >I am confident that even with my modest skills, I can break the real >track record at *every* track by a significant margin (barring of >course some unusual difference between a track in CPR and the real >thing). Something *must* to be responsible for the super performances >in CPR and grip is the most likely suspect. If not grip, then what is >it? >In my opinion, if you fix this problem, the physics will be right on.Quoted text (8 lines)
> I must agree with all of this. I'm not too worried about graphics, as > long as they're good. I am really concerned about racing realism. I am > only using the trial version but I don't think this is an issue. I > have all aids off and difficulty set to professional. The grip issue > is an absolute joke. I can stress how important this is to a real > simulation. Coming out of the corkscrew, I can slam the throttle in > any gear without a hint of a spin. I can almost drive as fast on the > gravel as I can on the track.> When a sim racer can set
> a lap record after one weekend of practise, it doesn't bode well for the
> long term interest in the game.
I would think it would be very difficult if not impossible to compare real
life lap time and a simulation for several reasons.
1. Track is bound to not represent the actual track.
2. Cars are bound to not represent the actual cars.
3. Real drivers (no matter what they say) have some "fear". (may not be very
relevant though)
4. Depending on how simplified the physics model is, who knows?
5. A bejillion other variables . . .
A nice test for lateral g force should be a simple skidpad test since lateral
accelleration is equal to rotational rate squared times radius. ie a=w^2r where
w in radians/sec, a in ft/sec^2 and r in ft. Or something like that anyway, I'm
not arguing the formula, I'm saying it should be trivial to simulate a skidpad
and determine if the car is following this simple physics model. Do simulated
g-force at different size skid pads roughly correspond to actual g-forces?
Depending of the type of physics/experiment you are doing, you may be lucky to
find your experimental values withing 25% of theoretical. Something as
complicated as a car going around a track spending lots of time in non-linear
traction and all sorts of other variables I think squabling over a couple of
seconds is really pointless.
Quoted text (11 lines)
> Make sure you have "hardware acceleration" checked in the graphics setup. > Otherwise it defaults to your normal video card. > I also was a little disappointed by this game after trying it. I personally > like Psygnosis Formula 1 much better.... the graphics are a little more > sharp in Formula 1... I would like CART much better if the steering wasn't > so bad. Maybe its just me, but the CART cars steer the same as the Monster > Truck Madness trucks do... (meaning the steering is not very responsive and > I feel like I'm driving a truck), Indy type cars are supposed to have very > responsive steering, with the ability to dart in and out of traffic quickly, > something this game does not have.Quoted text (15 lines)
> > One final thing. I have no way of knowing which 3D card it was > > using. Before this, all Direct 3D games have used my 3Dfx card, but > > this one looks like it might have been using the inferior Rendition > > card. Is there any way to tell, or switch, which card is used for > > Direct 3D here? I might give it a second chance if someone can shed > > some light here. > Have to say I agree. I have been wondering the same thing. Which card > is this game using 3dfx or rendition. Also, for some reason when I > start a race the game defaults to VGA graphics in full screen mode. I > have to press F4 to get acclerated graphics i.e. 3dfx or rendition what > ever the heck its using. > Anybody know how to tell which card is being utilized? > thanks > KarterThat sounds a little like "evading the question" to me :) The
comments of the CART drivers were undoubtedly instrumental in turning
this into something which feels like a CART car. Remember though that
it isn't a CART car, it's a simulation of one, and we have thousands
of hours more experience at driving sims than any CART driver.
I've yet to see any high-performance car with that amount of grip when
accelerating out of low-speed corners, and especially not any car with
800+hp. That is one aspect that the CART drive apparently passed as
"realistic", so how can the everything else be considered sacrosanct
based upon that same input?
That;s _REALLY_ good to know, and I have to say CPR is an excellent
starting point. As a multiplayer racer it's loads of fun, easy to
drive and is pretty much a must-buy IMO. To be considered as the best
simulation it still has a long way to go however, but seeing the way
FlightSim has developed I have high hopes for future releases.
Best Regards,
John (Sim Racing News)
I use Professional mode also, and I have the same problem in the DEMO
: the traction when coming out of slow/middle corners. You can play
with settings to make it spin or not to spin, but with 800+hp, I think,
with any kind of setting, rear end should get loose, when nailing the
throttle.
Except for that 'small' problem, and very slow AI, the game is
absolutely fantastic.
--
Gregory Alferov, "Greg" ~~_____~~
http://home.inreach.com/tifosi/ [__]=[_(-)_]=[__]
I agree 100%. Nailed it. But you could have saved yourself 30 minutes by
reading the FAQ's.>>
No, I'm not going to lose my temper, but I'm darn sure going to feel like it.
I posted several messages here explaining EXACTLY what was going on. I *do*
know where those keys are, because I used them before you even posted the
first FAQ is. The fact of the matter is that while talking to another CPR
user over the phone, we did some experimentation. REGARDLESS of how I set the
Ctrl-F, Ctrl-H settings (all the way up to 31 frame-rate-be-damned), the
Firestone bridge did NOT begin to be drawn until I was about a 3rd of the way
down the straight, and didn't finish until I was almost underneath it. That
is WITH MAXIMUM DRAW AHEAD. On a P166 w/ a Rendition v1000 board, my buddy
was seeing it draw as he turned towards it coming out of turn 3, even when he
set draw ahead LOWER than the value I was using.
What I'm trying to ask (and this will be the nth time since this message from
you is the first response I've seen to my query), is whether or not the game
looks at a CPU model/speed and then decides what the draw-ahead RANGE will be.
I.e. 15 will be this and 31 will be that for this machine, but it will be
something else for another machine?
I have sent both newsgroup and private e-mails to you guys asking about this,
so imagine why I'm a little annoyed to find that I've been blasted like a
peasant because you mistakenly assume that I haven't explored every option
presented to me.
Randy
Randy Magruder
Staff Writer
Digital Sportspage
[link lost in import]
Here's your entire posting:-
If you think information on your visibility settings was somehow
contained in this posting I need to get a bigger monitor - I'm
obviously missing some lines of text somewhere.
We included these keys SPECIFICALLY to allow the user to
set the visibility (pop-up) to a level of their own choosing.
And the same settings, on any machine, result in the
same amount of visibility.
Hope that answers your question.
--
Posted using Reference.COM http://www.reference.com
Browse, Search and Post Usenet and Mailing list Archive and Catalog.
InReference, Inc. accepts no responsibility for the content of this posting.
Yah, And when set I it to 31 distance My Framerate goes from 22 FPS to
about 10.
Great!!!
Can it get any worse?
I got a Abit IT5H with a 233mmx and 64 megs ram. Overclocked to 83x3= 250
3D Blaster and a Monster3D.
GP2 runs better!!!!!!
Love that D3D...NOT.
----------------------------------------------------------------------------
-------------------
http://www.reference.com
Quoted text (7 lines)
> Neil, thanks for the reply. As I stated, I'm in professional mode with > *all* help turned off. Here's a test. Approach the corkscrew and throw > it intoi the left hand part. Throw the wheel over for the right and > floor the throttle. It will *not* spin. Every open-wheeler I've ever > raced (nothing like 800bhp) would spin out. Do you not get these > symptoms? Could be I'm still doing something wrong (wouldn't be the > first time).>Control F moves out the clipping distance
>Control H moves it in
>Somebody tell me how I make this ANY CLEARER!
Put a 'Draw Ahead' slider on the Graphics options dialog where it
belongs.....
------------------------------------------------------------------------------------------
This space intentionally left blank
> Here it is ... write it down ...
> Control F moves out the clipping distance
> Control H moves it in
The steering in the game seemed quite twitchy until I started playing
with - and + controls. By hitting the - control I managed to get rid of
most of the oversteer. But by reading the read me file I have managed
to make the game run accecptably.
Karter
I have to second what Neil Yeatman wrote. The lefthand entry into the Laguna
corkscrew is tricky because of elevation changes and speed. The second half
is an increasing radius turn, so you can actually get the power on quite
early, although it's downhill. Remember that even though CART cars have
enormous power/weight ratios, they also have tremendous download available
via wing angles and Gurney flaps, which can help the rear tires stay hooked
up on acceleration.
Turn 9 (the lefthand sweeper that follows the corkscrew) is a tough turn.
Because it is a fast turn, you are getting a lot of aerodynamic download to
help with grip. However, the turn will bite you unless you do it just right.
I'm usually in 5th gear there; I like to just breath the throttle, turn in
late, and nail the throttle again to keep the rear planted. Aim for a late
apex or you may run off the track at driver's right coming out of the turn.
Cheers,
John (CART Team)
Quoted text (27 lines)
>> Neil, thanks for the reply. As I stated, I'm in professional mode with >> *all* help turned off. Here's a test. Approach the corkscrew and throw >> it intoi the left hand part. Throw the wheel over for the right and >> floor the throttle. It will *not* spin. Every open-wheeler I've ever >> raced (nothing like 800bhp) would spin out. Do you not get these >> symptoms? Could be I'm still doing something wrong (wouldn't be the >> first time). >Hi Neil....I tried this as you asked, and it *does* spin...if I go wide >open from either neutral and shift into first, or if I have full brakes >on in 1st gear and take my foot off the brake. At this spot in the >corkscrew you describe it puts me BOOM into the wall. >I can do the same on any part of the track (that I've tried). Maybe >you're not getting on the throttle fast enough? I don't know what kind >of controller you're using...I have a TSW. Maybe if you're using a >joystick the effect is slightly different. >By the way, while watching SpeedVision the other day they had Sports >Cars running at Laguna. The commentators were saying that while the >Corkscrew is a low-speed turn, it's not difficult...the turn that >follows is one of the (if not THE) hardest on the track. >-- >Neil Yeatman >Ajax, Ontario, CANADAQuoted text (22 lines)
> If you think information on your visibility settings was somehow > contained in this posting I need to get a bigger monitor - I'm > obviously missing some lines of text somewhere. > We included these keys SPECIFICALLY to allow the user to > set the visibility (pop-up) to a level of their own choosing. > And the same settings, on any machine, result in the > same amount of visibility. > Hope that answers your question. > -- > Posted using Reference.COM http://WWW.Reference.COM > Browse, Search and Post Usenet and Mailing list Archive and Catalog. > InReference, Inc. accepts no responsibility for the content of this posting.On Tue, 4 Nov 1997 13:07:33 -0800, "John Browne"
>early, although it's downhill. Remember that even though CART cars have
>enormous power/weight ratios, they also have tremendous download available
>via wing angles and Gurney flaps, which can help the rear tires stay hooked
>up on acceleration.
Yep, and this aerodynamic downforce helps to increase grip with
increasing speed. Given the low speed through the first section of the
corkscrew, it doesn't explain the velcro like properties of the track
at the exit.
I haven't found this turn too tricky at all. Seems to be pretty much
flat in fifth (unless I miss the turn-in in which case it's tough to
stay on the track).
Cheers!
John
>I look forward to the final version, which has been pushed back to "week of
>Nov 25th" :(
No need for the "frown" - I'd rather have them take a little extra time
to work out some of the stuff people have been complaining about
here rather than release it and patch the heck out of it later...
(and, on the subject, I think the CART team has done a great job of
reading and repsonding to complaints/concerns of the people here,
even though a lot of the complaining being done is less than civil
(for lack of a better word)...)
So - to MS and TR, I say, "Do it right!" even if it takes an extra week
or two... (and also "Thanks for listening...").
- Mike.
====================================================
Mike Holthouse - Indianapolis, IN
I'm sick of spam!! To e-mail me, remove the "x"...
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