Ultimate F1 Sim

Post here all non technical related topics about Formula One. This includes race results, discussions, testing analysis etc. TV coverage and other personal questions should be in Off topic chat.
West
West
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Joined: 07 Jan 2004, 00:42
Location: San Diego, CA

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Stas wrote:One thing that i annoyed in most f1 games is that they dont send you steering feedback when you play them. Most EA games have that problem like F1 career challenge. All they got is that jerki handlinging in simulation mode which you cant contrlol. It really tokes you off game. :cry: [/list][/code]
[/quote]

Does your steering wheel support feedback?
Bring back wider rear wings, V10s, and tobacco advertisements

-shr3d-
-shr3d-
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Joined: 27 May 2003, 07:52
Location: Melbourne, Australia

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to me it all comes down to how natural the game feels, that is why i always preferred the GPx series of games with GP3 2000 being the best. GP4 is so much better in so many ways but you could feel the car moving way better in GP3. Grand Prix legends is also has a physics engine worth checking out, buggered if i know how they kept those cars on the black stuff. the guys i bought my simulator off pretty much only play that game, to them going to the GPx series of games is like going from a good bottle of red to a cask of 10buck chuck.......hehe. bit harsh methinks.. :)

dumrick
dumrick
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Joined: 19 Jan 2004, 13:36
Location: Portugal

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motorherp, why are you planning on making a new game from scratch, instead of modding an existing game?

That way, the basis for your work would be already laid down, giving you the chance to concentrate on what's important (imo): car physics and car modeling. Many games have open codes and there's already an established knowledge base.

I ask this because, after playing GP4, I became (and still am) totally addicted on a F1C 99-02 mod. After a little playing of the original game, which I found that had awful physics, bad modeled cars (too long) and tracks, I understood the development scope that the game allowed when I started playing the "Prototype-C" mod. This mod feels a lot more real than GP4, with the advantage of having to cope with the limitations of early 90's group C cars (almost F1 engines, but lack of front downforce) and endurance racing issues (the need to drive smoothly and revving moderately). The physics were developed with the cooperation of Michael Fuller, from "Mulsanne's Corner" (http://www.mulsannescorner.com/) and jumping from car to car is to discover very different and realistic handlings.

You can check it at http://www.virtua-lm.com/ and sorry if it seems I'm advertising, I'm hooked on it for some months now... :oops:


And more: if, at least, you start with a mod, it can be easier to "beta-test" and get feedback from the basic aspects of your game (many people have a single game and multi-mods in their HD). Later, you can take that development and apply it in a stand alone game. Simbin did it before the GT-R game was conceived.

motorherp
motorherp
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Joined: 26 Nov 2004, 16:08

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dumrick wrote:motorherp, why are you planning on making a new game from scratch, instead of modding an existing game?
Thanks for the input and I would completely agree with you if I was a lone developer. I hear of many people taking on big gaming projects that they could never hope to finish before getting bored. As it turns out though I'm lucky enough to be a professional games developer working for one of the big companies. So come on people, if you really want to see something special in a big off the shelf F1 game lets hear about it.

-shr3d-
-shr3d-
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Joined: 27 May 2003, 07:52
Location: Melbourne, Australia

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hey motorherp, im always up for a new quality F1 title and the two biggest things that i like in a game comes down to the reality of the simulation and how natural the physics engine feels. Biggest problem you face is striking a balance between purists who want to be really challenged to drive it and other peeps who just want to jump in and race around. What platform you looking at for the game??

Mclaren11
Mclaren11
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Joined: 13 May 2003, 22:54
Location: Columbus, Indiana, USA

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i would like any f1 game with a lot of possible adjustments. a telemetry system would be cool to.

dumrick
dumrick
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Joined: 19 Jan 2004, 13:36
Location: Portugal

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The current titles already have telemetry features. The problem IMO is that you can just compare your own laps, being difficult to understand the difference between your laps and the others' (different wing setup, suspension, driving...). Besides, I never use it as, when I'm in practice, I'm aware of what was not good in a particular lap, no use to detail graphs to see what I already know! Concerning setup differences, most of the times, you can feel the difference and, usually, it comes down to feeling comfortable with the setup, as that is the most influential in race regularity.

1) A cool feature would be the possibility to compare your laps with your teammate's. Most of the time, I must drive behind another competitor to see the basics, if I'm reaching too much/less speed in straights, if I'm loosing or winning in slow / fast corners or in corner entrance / exit.

2) It makes no sense in having to decide pit stop strategy without making any idea of what an "ideal" strategy would be! In real life, there are simulations performed by the teams and the actual strategy is decided as a function of that. So, having team info concerning which the ideal strategy would be could be a part of an accurate sim.

3) The performance level has to be realistic. What I hate is starting being a "fast" driver after a few weeks playing.

4) Circuit depiction, car graphics, damage, physics have to be realistic, also.