Haven't seen anyone mention the demo yet. I downloaded it off avault,
and found it to be a pleasant surprise. Not sure I'd call it a
hardcore simulation (this is a tough thing for bike racing anyway),
but it is convincing.
Overall, I think it walks that fine line between fun and realism that
made NFS:Porsche Unleashed so addicting.
I'd LOVE to see a game with the motorcycle dynamics in this game used
for a street racing or Isle of Man title.
i like it too
"Tim O" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (11 lines)
> Haven't seen anyone mention the demo yet. I downloaded it off avault, > and found it to be a pleasant surprise. Not sure I'd call it a > hardcore simulation (this is a tough thing for bike racing anyway), > but it is convincing. > Overall, I think it walks that fine line between fun and realism that > made NFS:Porsche Unleashed so addicting. > > I'd LOVE to see a game with the motorcycle dynamics in this game used > for a street racing or Isle of Man title. > >Quoted text (9 lines)
> Haven't seen anyone mention the demo yet. I downloaded it off avault, > and found it to be a pleasant surprise. Not sure I'd call it a > hardcore simulation (this is a tough thing for bike racing anyway), > but it is convincing. > Overall, I think it walks that fine line between fun and realism that > made NFS:Porsche Unleashed so addicting. > > I'd LOVE to see a game with the motorcycle dynamics in this game used > for a street racing or Isle of Man title.Try upping the sim. level to 50+ %, the bike will react much more
realistically that way.
Online racing is alot of fun too.
"Tim O" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (10 lines)
> Haven't seen anyone mention the demo yet. I downloaded it off avault, > and found it to be a pleasant surprise. Not sure I'd call it a > hardcore simulation (this is a tough thing for bike racing anyway), > but it is convincing. > Overall, I think it walks that fine line between fun and realism that > made NFS:Porsche Unleashed so addicting. > > I'd LOVE to see a game with the motorcycle dynamics in this game used > for a street racing or Isle of Man title. >On Sun, 6 Jul 2003 01:13:23 +1000, "Damien Smith"
<[email hidden]> wrote:
>It's much the same as the first MotoGP though, isn't it?
I never tried the first one. Since I'm more into the offroad scene, I
played lots of Motocross Madness 2, and there seemed to be such a glut
of Superbike titles that I couldn't even tell them apart when the
first MotoGP was released. If it's as fun as this one, I'm sorry I
skipped it.
"Tim O" <[email hidden]> wrote in message
news:[email hidden]...
I like it too, it does look similar to MotoGP (but then you could say the
excellent Papyrus Nascar games change little in terms of functionality).
The only quibble i have is the way the replay tends to rewrite history, For
example, in the aftermath of a crash the grinding bike and ragdoll rider
have different placements - try looking a few times and using different
angles, sometimes you're in the gravel, sometimes skimming across the track.
On one occasion two ai riders crashed and after viewing subsequent replays,
sometimes only one rider crashes.
It's been a mixed few months for sims, everyone seems underwhelmed by the
Codemasters games, but MotoGP 2 is genuinely exhilarating and, let's be
honest about it, the eye-candy is lovely.
++
Si.
Quoted text (10 lines)
> Haven't seen anyone mention the demo yet. I downloaded it off avault, > and found it to be a pleasant surprise. Not sure I'd call it a > hardcore simulation (this is a tough thing for bike racing anyway), > but it is convincing. > Overall, I think it walks that fine line between fun and realism that > made NFS:Porsche Unleashed so addicting. > > I'd LOVE to see a game with the motorcycle dynamics in this game used > for a street racing or Isle of Man title. >On Sat, 5 Jul 2003 16:18:18 +0000 (UTC), "Fillyourboots"
<[email hidden]> wrote:
I put the replay on TV, set the effects on "Random", and just sat
there amazed at what I was watching. Some of the effects make the
replays look just like real stuff tweaked up for a video compilation.
Oh yea... someone mentioned tweaking the realism settings. I saw the
settings box in the demo, but can't find a way to access it. Maybe you
can't change it in the demo? No matter, I'm springing for the full
game today! Can't remember the last time I was so pleasantly taken by
surprise by a game.
Quoted text (12 lines)
>I like it too, it does look similar to MotoGP (but then you could say the >excellent Papyrus Nascar games change little in terms of functionality). >The only quibble i have is the way the replay tends to rewrite history, For >example, in the aftermath of a crash the grinding bike and ragdoll rider >have different placements - try looking a few times and using different >angles, sometimes you're in the gravel, sometimes skimming across the track. >On one occasion two ai riders crashed and after viewing subsequent replays, >sometimes only one rider crashes. > >It's been a mixed few months for sims, everyone seems underwhelmed by the >Codemasters games, but MotoGP 2 is genuinely exhilarating and, let's be >honest about it, the eye-candy is lovely.>"Fillyourboots" <[email hidden]> wrote
> The only quibble i have is the way the replay tends to rewrite history,For
> example, in the aftermath of a crash the grinding bike and ragdoll rider
> have different placements - try looking a few times and using different
> angles, sometimes you're in the gravel, sometimes skimming across thetrack.
> On one occasion two ai riders crashed and after viewing subsequentreplays,
> sometimes only one rider crashes.
LOL the "Geoff Crammond effect" ;-)
Like GP2, I guess MGP2 doesn't record full AI data during replay, so you are
viewing a "virtual race" instead of a real replay.
--
-- Fran�ois M�nard <ymenard>
-- http://ymenard.cjb.net/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
i cant figure out how to change the sim level in the full version
Jonathan Diehl wrote:
> Try upping the sim. level to 50+ %, the bike will react much more
> realistically that way.
>
I'm tempted to buy this title but the demo does not allow 'sim' setting
changes. Is MotoGP2 on par with GP500 as far as simulation quality?
I still feel the game's bike turns and leans into turns way too slowly.
My road bike certainly doesn't handle so sluggishly.
Yeah, I'm finding the demo pretty fun too. Just wish the realism would
have been adjustable in the demo to fully check out the game.
Some very strange camera views, what the heck is the dark tinted view
suppose to represent, the actual riders view? If so, his head is a foot
off the ground, odd.
Tim O wrote:
Quoted text (10 lines)
> Haven't seen anyone mention the demo yet. I downloaded it off avault, > and found it to be a pleasant surprise. Not sure I'd call it a > hardcore simulation (this is a tough thing for bike racing anyway), > but it is convincing. > Overall, I think it walks that fine line between fun and realism that > made NFS:Porsche Unleashed so addicting. > > I'd LOVE to see a game with the motorcycle dynamics in this game used > for a street racing or Isle of Man title. >"Destroy" <[email hidden]> wrote in message
news:[email hidden]...
> Yeah, I'm finding the demo pretty fun too. Just wish the realism would
> have been adjustable in the demo to fully check out the game.
>
> Some very strange camera views, what the heck is the dark tinted view
> suppose to represent, the actual riders view? If so, his head is a foot
> off the ground, odd.
The blue tint is to represent the effect of an on-board camera. As well as
this view, there are two cockpit views - one of these is, i think, supposed
to represent a rider's eye view.
++
Si.
"ymenard" <[email hidden]> wrote in message
news:5dDNa.3594$[email hidden]...
are
> viewing a "virtual race" instead of a real replay.
>
I remember running a replay in Toca 2, i won a race at Thruxton but the
replay was convinced that i had in fact ran straight on at the first corner
and spent a good five minutes fiddling with the controls trying to drive
through a tyre wall. i'm not *that* bad.
Quoted text (18 lines)
> >"Fillyourboots" <[email hidden]> wrote > > The only quibble i have is the way the replay tends to rewrite history, > For > > example, in the aftermath of a crash the grinding bike and ragdoll rider > > have different placements - try looking a few times and using different > > angles, sometimes you're in the gravel, sometimes skimming across the > track. > > On one occasion two ai riders crashed and after viewing subsequent > replays, > > sometimes only one rider crashes. > > > LOL the "Geoff Crammond effect" ;-) > > > > > Like GP2, I guess MGP2 doesn't record full AI data during replay, so youOn Sat, 05 Jul 2003 18:25:06 GMT, Destroy <[email hidden]> wrote:
Hell no. Even with the sim-setting set to 100% simulator it's still
pure arcade. Not very good arcade either, IMHO. Pity, 'cause it's
bloody nice to look at.
>I still feel the game's bike turns and leans into turns way too slowly.
>My road bike certainly doesn't handle so sluggishly.
Turn off AA and screen effects or whatever it's called(it's on by
default) and the responsiveness goes up by a fair amount. Otherwise
there's half a second of controller lag... No joke!
Quoted text (9 lines)
> > >Jonathan Diehl wrote: >> Try upping the sim. level to 50+ %, the bike will react much more >> realistically that way. >> > >I'm tempted to buy this title but the demo does not allow 'sim' setting >changes. Is MotoGP2 on par with GP500 as far as simulation quality?> Pity, 'cause it's
> bloody nice to look at.
That's all there is. Some glitz and over cooked textures.
On Sat, 05 Jul 2003 23:04:11 +0200, Magnus Svensson
<[email hidden]> wrote:
[snip]
>Turn off AA and screen effects or whatever it's called(it's on by
>default) and the responsiveness goes up by a fair amount. Otherwise
>there's half a second of controller lag... No joke!
You should include your machine spec with that comment like that.
I have everything pegged at 1024x768 w/20 bikes and experience no
slowdown. Athlon XP 1900, 512meg of RAM, and GeForce 4 Ti4200.
I'll try 1280x1024 eventually, but I start at 1024 with all sims
because I prefer a glass-smooth frame rate over visuals.
After messing with the demo some more, one of the things I don't care
for is the controller configuration screen. After all this time, and
the amount of times its been done right, you'd think everyone would
just have you highlight a game action and click the appropriate button
or move appropriate axis to assign it.
This game does it in reverse -you pick a button, and then click on
what you want it to do. Probably wouldn't be all that bad, but I can't
seem to assign some buttons to the actions I want because they're
grayed out.
MotoGP2 also shows its console roots in the same way as some of the
Codemasters games in that you can't navigate the menus with the mouse.
I can deal with this, but I can also understand why it irritates a lot
of people.
I'm still hooked on it though. I went out to get it today, but the
place near me doesn't have it yet. Hope to snag it during the week.
> i cant figure out how to change the sim level in the full version
hmm you're right...i cant find the word 'sim' 'simulation'
or 'realism' anywhere in any cfg file or menu either..so
i upped the 'difficulty' - i *think* it worked..
the motion blur and haze effects are gimmicky yes, but
as another felllow said, its all quite exhilerating..
shame the vibration and force feedback are non existant!
On Sat, 05 Jul 2003 18:51:12 -0400, Tim O
<[email hidden]> wrote:
The funny thing is it doesn't seem to be the framerates that's the
issue, I got 30+ maxed out(i.e. default) in 1024(oc'd GF3, XP1700+)...
It's just that the controller lag was horrendous.
I've even reproduced it on my buddies comps, two different machines.
XP2200+ w/GF4 4600. Same deal. The game becomes ten times more
responsive when AA/"full screen effects-or whatever they call it" is
turned off.
Quoted text (14 lines)
>On Sat, 05 Jul 2003 23:04:11 +0200, Magnus Svensson ><[email hidden]> wrote: > >[snip] > >>Turn off AA and screen effects or whatever it's called(it's on by >>default) and the responsiveness goes up by a fair amount. Otherwise >>there's half a second of controller lag... No joke! > >You should include your machine spec with that comment like that. >I have everything pegged at 1024x768 w/20 bikes and experience no >slowdown. Athlon XP 1900, 512meg of RAM, and GeForce 4 Ti4200. >I'll try 1280x1024 eventually, but I start at 1024 with all sims >because I prefer a glass-smooth frame rate over visuals.> shame the vibration and force feedback are non existant!
>
>
FWIW, FF works fine in the demo on my machine- fairly decent and
accurate for arcade standards too.


































