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Rec.Autos.Simulators Archive

MotoGP 2... I like it!

19 posts by 10 people · 05 Jul 2003 14:15 UTC - 06 Jul 2003 02:15 UTC

Tim O 05 Jul 2003 14:15 UTC#63381
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.
It's much the same as the first MotoGP though, isn't it?
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]...
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. >
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.
On Sat, 5 Jul 2003 16:18:18 +0000 (UTC), "Fillyourboots" <[email hidden]> wrote:
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.
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.
>"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...
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.
Destroy 05 Jul 2003 18:45 UTC↳ reply to Tim O#63262
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]...
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 you
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.
On Sat, 05 Jul 2003 18:25:06 GMT, Destroy <[email hidden]> wrote:
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?
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!
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:
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.
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.
Destroy 06 Jul 2003 02:15 UTC↳ reply to Extrya#63302
> 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.

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