so go on, let us in on where you got it from!
Early impressions of F1 Challenge 99-02
Early players reported that F1 Challenge 99-02 had much better netcode than F1 2002, though joining players still paused sessions. Most of the thread argued over the inaccuracy of ISI's track models, with Jason Moyer posting comparisons with Grand Prix 4 and claims that EA would not let ISI redo them. Copyright limits on converting tracks from other games were also discussed.
Automated summary.
It is a great improvement and i cant wait for the mods to follow
AD
Where'd you get it from?
"Aidee" <[email hidden]> wrote in message
news:bd74sn$v10$[email hidden]...
> It is a great improvement and i cant wait for the mods to follow
>
> AD
>
>
Tolja!
"Aidee" <[email hidden]> wrote in message
news:bd74sn$v10$[email hidden]...
> It is a great improvement and i cant wait for the mods to follow
>
> AD
>
>
"Aidee" <[email hidden]> wrote in message
news:bd74sn$v10$[email hidden]...
> It is a great improvement and i cant wait for the mods to follow
To what degree have they addressed
Graphics
Netcode
Sound
Physics
Interface
Replays
Doug
On Mon, 23 Jun 2003 19:30:56 +0100, "Doug Ellison"
<[email hidden]> wrote:
Is good. Although you might want to use FSAA. Even with 1280x1024
without FSAA it was jagcity all over. Much better with 1024x768 and
2xFSAA.
>Netcode
So far I'm not too impressed, but there are so many settings, it might
improve. It still pauses when someone joins the session,
though...(seems sound related, btw)
>Sound
Is good.
>Physics
I'm not sure about this one. Too often I lose the back in a slow
corner, and too often the car keeps sliding even if you might expect
the energy is washed off. Also the same anoying slow response to the
controls is present. (Select the topdown view, and steer from lock to
lock, you'll notice a 0.5 sec delay.)
>Interface
basically the same as F1 2002. No problem setting up my Logitech FF
(the original) though. There also is TV view in practice, although you
can't scroll back AFAIK. (Didn't read the manual)
>Replays
Improved, but still not there. For example, no possibility to select
an offset in the replay, you've to FFW or FRW to the spot you want to
view.
About the AI:
Still way too much accidents. I tried the reconlap and formationlap
(option available in PLR file), but that's useless. The 5 times I
tried to drive to the grid, I was knocked off by the AI 4 times. The
time I _did_ manage to arive to the grid, I even could complete the
formation lap!
But the track was wet, and drying.....so half of the grid decided to
pit! (and where DQed), but since they didn't return to the grid the
red lights never went on...
So far, after about 15 races, I never had the feeling I was in the
same race as the AI.
About the performance:
I've an AMD 2200+, GeForce 3 Ti200, 512 Mb RAM. With a full field,
settings on 11, 1024x768x32 2xFSAA the framerate is smooth for me.
Remco
Quoted text (8 lines)
> >"Aidee" <[email hidden]> wrote in message >news:bd74sn$v10$[email hidden]... >> It is a great improvement and i cant wait for the mods to follow > >To what degree have they addressed > >GraphicsQuoted text (7 lines)
> > >Netcode > > So far I'm not too impressed, but there are so many settings, it might > improve. It still pauses when someone joins the session, > though...(seems sound related, btw) >Quoted text (49 lines)
> >Sound > > Is good. > > >Physics > > I'm not sure about this one. Too often I lose the back in a slow > corner, and too often the car keeps sliding even if you might expect > the energy is washed off. Also the same anoying slow response to the > controls is present. (Select the topdown view, and steer from lock to > lock, you'll notice a 0.5 sec delay.) > > >Interface > > basically the same as F1 2002. No problem setting up my Logitech FF > (the original) though. There also is TV view in practice, although you > can't scroll back AFAIK. (Didn't read the manual) > > >Replays > > Improved, but still not there. For example, no possibility to select > an offset in the replay, you've to FFW or FRW to the spot you want to > view. > > About the AI: > > Still way too much accidents. I tried the reconlap and formationlap > (option available in PLR file), but that's useless. The 5 times I > tried to drive to the grid, I was knocked off by the AI 4 times. The > time I _did_ manage to arive to the grid, I even could complete the > formation lap! > > But the track was wet, and drying.....so half of the grid decided to > pit! (and where DQed), but since they didn't return to the grid the > red lights never went on... > > So far, after about 15 races, I never had the feeling I was in the > same race as the AI. > > About the performance: > > I've an AMD 2200+, GeForce 3 Ti200, 512 Mb RAM. With a full field, > settings on 11, 1024x768x32 2xFSAA the framerate is smooth for me. > > > Remco > > >>"Doug Ellison" <[email hidden]> wrote
> To what degree have they addressed
Tracks looks to be as bad as before (which completely takes out any possible
immersion). Multiplayer is about 4 years behind what Papyrus does.
--
-- 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...
> Tracks looks to be as bad as before (which completely takes out anypossible
> immersion). Multiplayer is about 4 years behind what Papyrus does.
What's wrong with the tracks?
ymenard wrote:
Multiplayer is about 4 years behind what
> Papyrus does.
It's as good as GPL then ? ;)
--
Ian P
<email invalid due to spammers>
"frederickson" <[email hidden]> wrote in message
news:noKJa.108617$[email hidden]...
> > Tracks looks to be as bad as before (which completely takes out any
> possible
> > immersion). Multiplayer is about 4 years behind what Papyrus does.
>
> What's wrong with the tracks?
They're generally shockingly innaccurate in F12002
Doug
Doug.....i could drop my copy round to you if you're interested.
AD
"Aidee" <[email hidden]> wrote in message
news:bd74sn$v10$[email hidden]...
> It is a great improvement and i cant wait for the mods to follow
>
> AD
In what way???
Probably exactly like he said.. a "copy"
"Lue" <[email hidden]> wrote in message
news:3ef796e0$0$26639$[email hidden]...
> so go on, let us in on where you got it from!
>
>
>"frederickson" <[email hidden]> wrote
> What's wrong with the tracks?
Everything. Even Geoff Crammond at least knows how to recreate the
atmosphere of a F1 GP weekend. The tracks are so bad, for me they make
every EA release a complete wank, as I'm unable to immerse myself into
racing a Formula One over those fucking bad tracks. I won't detail every
track, I guess anybody who's went to those tracks or seen them on TV knows
how inaccurate they are.
--
-- 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...
Can you give one track as an example. I dont watch F1 much but Ive
downloaded some onboard videos and I cant point out any major differences
between the videos and the game.
"ymenard" <[email hidden]> wrote in message
news:SMQJa.1802$[email hidden]...
Quoted text (25 lines)
> >"frederickson" <[email hidden]> wrote > > What's wrong with the tracks? > > > Everything. Even Geoff Crammond at least knows how to recreate the > atmosphere of a F1 GP weekend. The tracks are so bad, for me they make > every EA release a complete wank, as I'm unable to immerse myself into > racing a Formula One over those fucking bad tracks. I won't detail every > track, I guess anybody who's went to those tracks or seen them on TV knows > how inaccurate they are. > > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://ymenard.cjb.net/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > > >Do a Google search on Francois (ymenard) and track accuracy over the last
couple of years. You'll find lots of material there. It's been an ongoing
debate for a long time!
Iain
"frederickson" <[email hidden]> wrote in message
news:ovRJa.157711$[email hidden]...
every
> > track, I guess anybody who's went to those tracks or seen them on TVknows
-----= Posted via Newsfeeds.Com, Uncensored Usenet News =-----
http://www.newsfeeds.com - The #1 Newsgroup Service in the World!
-----== Over 80,000 Newsgroups - 16 Different Servers! =-----
Quoted text (14 lines)
> Can you give one track as an example. I dont watch F1 much but Ive > downloaded some onboard videos and I cant point out any major differences > between the videos and the game. > > "ymenard" <[email hidden]> wrote in message > news:SMQJa.1802$[email hidden]... > > >"frederickson" <[email hidden]> wrote > > > What's wrong with the tracks? > > > > > > Everything. Even Geoff Crammond at least knows how to recreate the > > atmosphere of a F1 GP weekend. The tracks are so bad, for me they make > > every EA release a complete wank, as I'm unable to immerse myself into > > racing a Formula One over those fucking bad tracks. I won't detailQuoted text (18 lines)
> > how inaccurate they are. > > > > > > > > > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- http://ymenard.cjb.net/ > > -- This announcement is brought to you by the Shimago-Dominguez > > Corporation - helping America into the New World... > > > > > > > >
"Iain Mackenzie" <[email hidden]> wrote in message
news:[email hidden]...
> Do a Google search on Francois (ymenard) and track accuracy over the last
> couple of years. You'll find lots of material there. It's been an ongoing
> debate for a long time!
> Iain
There is no debate. The track are disgusting. It's a fact
Doug
"Doug Ellison" <[email hidden]> wrote in message
news:orSJa.43690$[email hidden]...
>
> "Iain Mackenzie" <[email hidden]> wrote in message
> news:[email hidden]...
> > Do a Google search on Francois (ymenard) and track accuracy over thelast
> > couple of years. You'll find lots of material there. It's been anongoing
But better tracks from other sims could be converter, it'd be great to see
some sort of concerted effort to replace or redo the tracks as I think we're
probably stuck with this F1 sim for a long while.
As long as the multiplayer and physics code are good the community can do
the rest.
Quoted text (8 lines)
> > debate for a long time! > > Iain > > There is no debate. The track are disgusting. It's a fact > > Doug > >>"GBB" <[email hidden]> wrote
> But better tracks from other sims could be converter, it'd be great to see
> some sort of concerted effort to replace or redo the tracks as I thinkwe're
> probably stuck with this F1 sim for a long while.
Indeed, I just feel it's a shame that a company like ISI, who clearly know
that their tracks are of quality of a sim released in 1996, decided to drop
the ball on their budget for such important aspect of the game. They have
done it for the last 3 title of theirs, now. But then again even F1RC
wasn't perfect (but having such quality tracks in an ISI title would be
incredible).
> As long as the multiplayer and physics code are good the community can do
> the rest.
I'm not so sure about the multiplayer, Papyrus spoiled us so much that it
can't be compared.
--
-- 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...
On Tue, 24 Jun 2003 05:40:36 GMT, "frederickson" <[email hidden]> wrote:
>Can you give one track as an example. I dont watch F1 much but Ive
>downloaded some onboard videos and I cant point out any major differences
>between the videos and the game.
Entire sections of Silverstone that are downhill in real life go
uphill in the game and vice versa.
The esses at Magny Cours and the final chicane are about as wrong as
you can get while still resembling the real track in any way. The
first set isn't too bad (should be a hair tighter) but the second set
in real life are tighter with a rather noticeable elevation change,
and the chicane towards the end has a bit of camber to help you
through it and dumps you out in a straight line for the pits (whereas
in F12k2 you have to fight to just get the car left to make the
immediately following right hander).
There is no modelling of camber that I can see on any track anywhere.
They are flat as boards except for huge dips and rises (alternately
known as "polygon ramps") that don't exist in reality. The bump
modelling at Priory at Silvertsone which throw even the GTR cars up in
the air if hit the wrong way are laughable and remind me of what a
badly converted track from ICR2 would probably feel like in GPL or
N2003.
Eau Rouge is much less narrow/bent than it is in reality.
Montreal is just wrong. Period. I'm sure if pressed Francois would
go into more detail. =)
The elevation changes at Monza between the second Lesmos and Variant
Ascari (i.e. the Vialone Chicane, whatever they call it now) are
interesting but bare little resemblance to reality.
Hockenheim and Nurburgring were way off, but since the course changes
they attempted to model occurred after the game was released that's
understandable.
Aside from those points, the ideal line through most corners involves
putting 2 wheels on the grass, which is a huge no no in any racing
car. In reality going beyond the edges of the curbing heavily
unsettles the car causing you to slow dramatically and fight to keep
it straight. This isn't much of a track modelling problem per se, and
isn't a problem in GTR (because of the suspension model) or the 1995
mod (because of the aero model), but it makes the tracks feel horrible
when the ideal lines are so wrong and when you can blow a turn and
literally drive half a straight with 2 or 4 wheels on the grass
without losing much time. Apparently the new suspension and aero
modelling makes curb cutting a risky venture in F1C (yay).
Honestly, if you want to know what's wrong with the tracks, play GP4
and then go back to F1 2002. It will be like racing entirely
different courses, the latter of which aren't the accurate ones.
FWIW, if anyone cares, I could always post in-car shots (er, above
car? whatever that half-in car cam is called just above the driver's
head) of the same corners of each track from each sim for a
comparison.
Jason
On Tue, 24 Jun 2003 11:35:46 +0000 (UTC), "GBB" <[email hidden]>
wrote:
>But better tracks from other sims could be converter, it'd be great to see
>some sort of concerted effort to replace or redo the tracks as I think we're
>probably stuck with this F1 sim for a long while.
>
>As long as the multiplayer and physics code are good the community can do
>the rest.
If the physics are as good as advertised, I'd be incredibly pleased to
see a GP4 --> F1C track converter. It would nip both the horrible
tracks and oversaturated textures in the bud at the same time.
Jason
> If the physics are as good as advertised, I'd be incredibly pleased to
> see a GP4 --> F1C track converter. It would nip both the horrible
> tracks and oversaturated textures in the bud at the same time.
If you despise the oversaturated textures so much, check out SLN's track
updates. He tries to match the colours to what they look like on TV which
is completely silly IMO but I'm sure you'd like them - they're as dull as
dishwater.
On Tue, 24 Jun 2003 14:14:12 GMT, [email hidden] (Jason Moyer)
wrote:
>FWIW, if anyone cares, I could always post in-car shots (er, above
>car? whatever that half-in car cam is called just above the driver's
>head) of the same corners of each track from each sim for a
>comparison.
http://www.digitalwank.com/~jmoyer/F12K2vsGP4/
Just a few corners, hardly the biggest offenders, but when you realize
that every section of every track is at least this different it kinda
kills the atmosphere of driving these circuits. As horrible as they
are, the tracks are still the star of the show as much as the cars
are.
Jason
Quoted text (12 lines)
> >FWIW, if anyone cares, I could always post in-car shots (er, above > >car? whatever that half-in car cam is called just above the driver's > >head) of the same corners of each track from each sim for a > >comparison. > > http://www.digitalwank.com/~jmoyer/F12K2vsGP4/ > > Just a few corners, hardly the biggest offenders, but when you realize > that every section of every track is at least this different it kinda > kills the atmosphere of driving these circuits. As horrible as they > are, the tracks are still the star of the show as much as the cars > are.
"ymenard" <[email hidden]> wrote in message
news:cOYJa.2112$[email hidden]...
> >"GBB" <[email hidden]> wrote
> > But better tracks from other sims could be converter, it'd be great tosee
drop
> the ball on their budget for such important aspect of the game. They have
> done it for the last 3 title of theirs, now. But then again even F1RC
> wasn't perfect (but having such quality tracks in an ISI title would be
> incredible).
>
From what ][udson has been saying on High Gear, ISI attempt to persuade EA
to let them redo the tracks but they only went for new textures, their hands
seem to be tied by a big evil corporation.
F1RC's weren't perfect but they were very good, I just wish some could
convert them but apparently it's not likely.
GP4's are possible and would be a massive improvement but they're too flat.
What would be best imo would be to take the track geometry from GP4 and redo
them from scratch based on that. It'd be a big undertaking but there is so
much effort being put into mods for what is a flawed sim, we should be
sorting out the flaws first. If I had the 3DS Max expertise I'd give at
least one a go, sadly I don't.
> > As long as the multiplayer and physics code are good the community cando
> > the rest.
>
>
> I'm not so sure about the multiplayer, Papyrus spoiled us so much that it
> can't be compared.
>
I haven't tried it yet but I've heard apart from the pausing when people
enter problem it is a lot better, still doubt it's anywhere near papy
quality though.
Quoted text (7 lines)
> > some sort of concerted effort to replace or redo the tracks as I think > we're > > probably stuck with this F1 sim for a long while. > > > Indeed, I just feel it's a shame that a company like ISI, who clearly know > that their tracks are of quality of a sim released in 1996, decided toOn Wed, 25 Jun 2003 01:12:14 +1000, "Redmist" <[email hidden]> wrote:
>Yeah, GP4 proves that not even accurate tracks can save a poor racing
>simulation.
I dunno, even with it's simple physics model it manages to recreate F1
in a much more convincing way than any ISI sim prior to the latest
(which I haven't played yet, so the jury's still out imho).
I'm not going to say it's Papy-quality or anything, far from it, and
I'd rank it behind something like GTR or one of the more convincing F1
mods (the 1995 mod is still my favorite, very edgy grip and
unforgiving curb/grass handling). On the other hand, the physics in
the as-shipped F1 cars in previous ISI titles have been laughable.
Fun, maybe even challenging, but laughable.
Jason
Everything is up for debate.
"Doug Ellison" <[email hidden]> wrote in message
news:orSJa.43690$[email hidden]...
>
> "Iain Mackenzie" <[email hidden]> wrote in message
> news:[email hidden]...
> > Do a Google search on Francois (ymenard) and track accuracy over thelast
> > couple of years. You'll find lots of material there. It's been anongoing
Quoted text (8 lines)
> > debate for a long time! > > Iain > > There is no debate. The track are disgusting. It's a fact > > Doug > >jmoyer@c
>
> http://www.digitalwank.com/~jmoyer/F12K2vsGP4/
>
> Jason
Hey! What were you doing following me at Magny Cours?(left colum 2nd
pict.)
dave henrie
>"Jason Moyer" <[email hidden]> wrote
> Just a few corners, hardly the biggest offenders, but when you realize
> that every section of every track is at least this different it kinda
> kills the atmosphere of driving these circuits.
Exactly. How can any of them beg to say they have accurate tracks, when in
a way or another, each and every detail is thrown on on the track (a tree,
the colour of a tyre wall, the height of the catch fence, support roads onto
the track, simple object geometry, etc.) without any reason or research.
They just throw in stuff so the tracks don't look graphically empty.
I mean, how hard can it be to simply research a little (if I take per
example the page you linked) to find out what kind of start/finish line
there is at Magny-Cours. You plug in a tape of the race, and each lap you
will see it!!!!
At least F1RC had a constancy, and let's never forget the amazing complexity
of AMA Superbike.
--
-- 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...
On Tue, 24 Jun 2003 20:52:25 -0400, "ymenard"
<[email hidden]> wrote:
>I mean, how hard can it be to simply research a little (if I take per
>example the page you linked) to find out what kind of start/finish line
>there is at Magny-Cours. You plug in a tape of the race, and each lap you
>will see it!!!!
The track models in F1C, fwiw, seem to be the same as F1 2002 accuracy
wise, but the colors are much more accurate now.
Jason
> I dunno, even with it's simple physics model it manages to recreate F1
> in a much more convincing way than any ISI sim prior to the latest
> (which I haven't played yet, so the jury's still out imho).
That's a fair point. If you're prepared to accept that the physics are
fairly simplistic, GP4 is a decent GP weekend simulation. The actual
cornering speeds, braking distances etc are far more authentic than F1 2002.
I'm a real nuts and bots type sim-racer so I don't really find the cars in
GP4 fun to drive though. I like the wet weather track effects though....
> >I mean, how hard can it be to simply research a little (if I take per
> >example the page you linked) to find out what kind of start/finish line
> >there is at Magny-Cours. You plug in a tape of the race, and each lapyou
> >will see it!!!!
>
> The track models in F1C, fwiw, seem to be the same as F1 2002 accuracy
> wise, but the colors are much more accurate now.
Yeah, they're a bit of a motley crew, ISI - there's some real geniuses in
their team but a few lame ducks as well....
"Redmist" <[email hidden]> wrote in message
news:bdb2l0$qskg6$[email hidden]...
As has been described in interviews, EA wouldn't allow the ISI team to fix
the tracks even if they wanted too. It sounds really dumb but they wanted
too. It think the mod community should step up to the plate and fix all the
errors, but that's just me.
Quoted text (12 lines)
> > >I mean, how hard can it be to simply research a little (if I take per > > >example the page you linked) to find out what kind of start/finish line > > >there is at Magny-Cours. You plug in a tape of the race, and each lap > you > > >will see it!!!! > > > > The track models in F1C, fwiw, seem to be the same as F1 2002 accuracy > > wise, but the colors are much more accurate now. > > Yeah, they're a bit of a motley crew, ISI - there's some real geniuses in > their team but a few lame ducks as well.... >> As has been described in interviews, EA wouldn't allow the ISI team to fix
> the tracks even if they wanted too. It sounds really dumb but they wanted
> too. It think the mod community should step up to the plate and fix allthe
> errors, but that's just me.
Well, somebody converted The Hungaroring over from GP4 and it's quite a good
drive albeit a little slow in the fps department. AFAICT this will be the
last F1 game from ISI so it would be worthwhile getting some modellers to do
some work on the tracks. I'm told that lofting a track is a very tricky
process though and takes ages to get right. I'm sure there's nothing
illegal about converting tracks over from GP4 - as long as no profits are
made. AFAIK, the Netkar addon tracks are converted GP4 tracks.
"Redmist" <[email hidden]> wrote in message
news:bdbj2c$rbnha$[email hidden]...
> > As has been described in interviews, EA wouldn't allow the ISI team tofix
> > the tracks even if they wanted too. It sounds really dumb but theywanted
> > too. It think the mod community should step up to the plate and fix all
> the
> > errors, but that's just me.
>
> Well, somebody converted The Hungaroring over from GP4 and it's quite agood
> drive albeit a little slow in the fps department. AFAICT this will be the
> last F1 game from ISI so it would be worthwhile getting some modellers todo
> some work on the tracks. I'm told that lofting a track is a very tricky
> process though and takes ages to get right. I'm sure there's nothing
> illegal about converting tracks over from GP4 - as long as no profits are
> made. AFAIK, the Netkar addon tracks are converted GP4 tracks.
>
>
There would be copyright issues involved, although it's probably the sort of
thing that as long as you're not profiting by it you'd just get a
threatening letter from Hasbro if they found out and took offence.
An alternative would be a converter like Dave Noonan's for NR2002/3 that
doesn't distribute any copyrighted material, that might be difficult though.
> There would be copyright issues involved, although it's probably the sortof
> thing that as long as you're not profiting by it you'd just get a
> threatening letter from Hasbro if they found out and took offence.
copyright doesnt matter unless you make money from it
"frederickson" <[email hidden]> wrote in message
news:6DiKa.171039$[email hidden]...
>
> > There would be copyright issues involved, although it's probably thesort
It still does, remember a few years ago when the US Pits had to stop their
daytona project? It doesn't just matter about money.
Quoted text (7 lines)
> of > > thing that as long as you're not profiting by it you'd just get a > > threatening letter from Hasbro if they found out and took offence. > > copyright doesnt matter unless you make money from it > >
"frederickson" <[email hidden]> wrote in message
news:6DiKa.171039$[email hidden]...
>
> > There would be copyright issues involved, although it's probably thesort
Yes it does, distributing converted tracks without permission (and you'll
never get that from Hasbro) in essence and law is the same as distributing a
warez game.
Netkar is a very small project at the moment I so they can get away with it.
But if someone converted GP4's tracks and they were used as a community wide
replacement for the ISI monstrosities Hasbro would most likely find out and
force them to be taken off the internet.
Quoted text (7 lines)
> of > > thing that as long as you're not profiting by it you'd just get a > > threatening letter from Hasbro if they found out and took offence. > > copyright doesnt matter unless you make money from it > >"Stuart Becktell"
US Copyright laws come into play even if you personally don't make any
money. If the company PERCEIVES that your efforts will deny them money,
then you are violating the copyright laws. So even tho all your work may
be for free, if you impact, however slightly, the sales of a Copyrighted
product you are in violation.
But it gets better. Papyrus didn't hold the copyright to Daytona.
Daytona licensed it to SEGA. Sega complained to Daytona that the licensing
fees they paid were being underminded by a private project...the Daytona
lawyers contacted the Papyrus lawyers who HAD to act. Why? Because at
some point Papyrus wanted to be included in a licensing deal for Daytona
and if they failed to act like a good faith partner, Daytona would have
little reason to work with them in the future.
Codemaster already squelched one IRL Heat mod because it would
negatively impact future sales of a sim they were developing. Two other
current users outside the US have attemped an IRL mod and I'm curious how
long it will take before they attract attention. So using Codemasters
tracks without permission is just begging a bored Corporate lawyer to let
the dogs loose.
A private user is not likely gonna attract attention, but if a mod
group that depends on the goodwill of developers gets involved. Then the
nasty legal beagals can stop all mod releated work by that group.
dave henrie
Quoted text (8 lines)
>> copyright doesnt matter unless you make money from it >> >> > > It still does, remember a few years ago when the US Pits had to stop > their daytona project? It doesn't just matter about money. > >On Wed, 25 Jun 2003 20:34:29 -0700, The Laughing Gnome
<[email hidden]> wrote:
>Hmm, you a real F1 race driver or something? I mean, you must know
>what you are talking about, right?
F1 2002 you could drive ridiculous lines that bore no resemblance to
reality. Hanging all 4 tires over a curb was the preferred line in
many many corners, or taking a 45 to 90 degree turn flat out..
Perhaps F1C isn't perfect in this regard, but it's certainly
believable based on watching the way the real cars respond. Watch
qualifying from Melbourne this year for instance, you'll see a.)
drivers who cut the curbs too far pulling completely out of the
throttle to gather the car back in and totally knackering their laps
and b.) braking before the fast left/right complex midway through the
lap.
In addition to that, anyone with any sort of physics background who
knows how wings work would immediately see that they didn't behave in
a realistic manner in previous ISI sims. A wing in a plane that is
traveling sideways is not going to generate lift, and I would expect
the same thing to happen in a car. As of the angle of attack
increases, there should be a significant dropoff in downforce/grip,
something that was never modelled by ISI very well before. In the
past you could basically lean on the wings, throwing the car sideways
or cornering with ridiculous lateral G's at high speeds without much
of a downforce penalty. That's thankfully been remedied.
Jason
On Wed, 25 Jun 2003 12:48:20 +1000, "Redmist" <[email hidden]> wrote:
>I like the wet weather track effects though....
Yeah, one thing GP4 still has over F1C is the "surprise! the track is
wet" effect. I've lost many a GP4 car when unexpectedly hitting a wet
patch before a high speed turn. The way a drying track is modelled is
awesome too, with the cars actually carving out a dry groove as the
session progreses.
Jason
On Wed, 25 Jun 2003 20:32:31 -0700, The Laughing Gnome
<[email hidden]> wrote:
>Yea, but its got all those bumps to make up for it. Name one other F1
>sim that does bumps as well.
Yeah, having the cars go airborne through Priory because of the
boulder-sized bumps gives it a much more authentic feel...
Jason
Didn't mean the debate over whether the tracks in F12K2 were accurate, just
meant the whole subject of track accuracy in all sims has been done to death
over the last couple of years here. Track accuracy is more important to
some than others.
Iain
"Doug Ellison" <[email hidden]> wrote in message
news:orSJa.43690$[email hidden]...
>
> "Iain Mackenzie" <[email hidden]> wrote in message
> news:[email hidden]...
> > Do a Google search on Francois (ymenard) and track accuracy over thelast
> > couple of years. You'll find lots of material there. It's been anongoing
-----= Posted via Newsfeeds.Com, Uncensored Usenet News =-----
http://www.newsfeeds.com - The #1 Newsgroup Service in the World!
-----== Over 80,000 Newsgroups - 16 Different Servers! =-----


































