
F1 Racing Championship (the best F1 game ever)
#1
Posted 31 January 2001 - 03:34
There is a new F1 game comming out soon, its call F1 Racing Championship. I am sure you have heard of it already, many preview that I have read say that it will be the best F1 game ever made. Go here (http://www.simracing...hp?page=1&id=22) and read a preview of this game and take a look at some of the screen shots.;)
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#2
Posted 31 January 2001 - 04:21
#3
Posted 31 January 2001 - 12:33
#4
Posted 31 January 2001 - 22:16
#5
Posted 01 February 2001 - 00:59

I think the graphics look nice though, and I'm sure I'll have a go at the demo when it comes out.
#6
Posted 01 February 2001 - 01:08
#7
Posted 01 February 2001 - 06:16
I cant wait for the demo to come out, when it does I will post a message to tell you all.;)
#8
Posted 02 February 2001 - 22:15
LOL - go do some research and find out for yourself just what the capabilities of non-military GPS are - then do some quick calculations to figure out how accurate/how many data points you'd need to get to actually recreate the surfaces of all 17 tracks like Ubi says they have and you'll see what a load of BS this is. At best they got a pretty good representation of the outline of the track and that's about it.
#9
Posted 03 February 2001 - 10:15
Quote
flatfoot
I have trouble understanding why an F1 game released in '01 is based on the '99 season?! That's really unacceptable.
flatfloot nobody seemed to care about that when gpl was released, that game was nearly 30 years outdated ;)

#10
Posted 03 February 2001 - 10:23
just thought I'd mention it.
#11
Posted 03 February 2001 - 15:35
I don't know if it was because of GPS or not, but the tracks look spot on in the screenshots.
Demo will be out this weekend BTW, so keep you eyes opened

#12
Posted 04 February 2001 - 19:50
How big a bump in a track would be important for an F1 car doing 300+ km/h? I think an inch would be pretty severe. call it 5 inches if you like....
How long is the average F1 track? How wide is it? Given the above resolution, how many polygons would you need to represent it accurately? How many datapoints would you have to sample to get that resolution (length of track in inces x width of track in inces divided by 5)?
Multiply that number by 17 (for each track).
How long does it take for the signal to reach earth from a geosyncronous satellite? Probably double that and that's the fastest rate of data collection you'll ever get.
Now of course assuming you have an absolutely perfect driver who can keep a constant speed and drive all these laps around the track keeping the little wheel at the back of the van with the GPS perfectly positioned, and nobody every needs to sleep, how long would it have taken to collect all that data?
Kind of ridiculous isn't it? Much more reasonable to drive two laps around each circuit, one on either side of the track, maybe collecting data points ever foot or something. That's about all you'd need - none of us would even know the difference anyway.
But the demo is out now anyway, I've driven it, and the 2 tracks there are (Monaco and Belgium) all look very nice (although how the hell would I know if they're "spot on" or not?) but they're both as smooth as glass.
They sure look pretty tho:)
#13
Posted 01 March 2001 - 03:40
Quote
Originally posted by HappyDude
But the demo is out now anyway, I've driven it, and the 2 tracks there are (Monaco and Belgium) all look very nice (although how the hell would I know if they're "spot on" or not?) but they're both as smooth as glass.
They sure look pretty tho:)
So where does one get the demo?
In a related note, is the Ubisoft website the biggest pile of trash ever?
#14
Posted 01 March 2001 - 20:51
#15
Posted 02 March 2001 - 14:11
Tracks looks and feels good, but cars. Theres nothing new under the sun. Cars still look like ugly, driving is too easy, views/camera angles sucks.
And maybe my computer is too slow (500 Mhz) for that but Time Attack was like DIA-photo show. I'm sure it goes more worst when theres 21 cars with too! Scary...
#16
Posted 02 March 2001 - 14:49
#17
Posted 02 March 2001 - 15:32
#18
Posted 02 March 2001 - 18:40
Quote
Originally posted by pRy
Sadly its your pc thats slowing it down,...
Gp3 runs damn good with full details.
Looks like I will stick in Hitman with full details for a while.
Hitman is most funniest game since carmageddon...

#19
Posted 02 March 2001 - 21:59
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#20
Posted 02 March 2001 - 23:05
#21
Posted 02 March 2001 - 23:58
-Russ
(From this demo, though, I wouldn't buy the game and wouldn't recommend it to anyone.)
#22
Posted 03 March 2001 - 18:15
Don't forget the demo has 40% aids on in Pro level, unless you are driving on beginner in which case the car will handle like you say.
The juryis still out with me on this one. I will have to wait for the final product and try with no driver aids on to see what it its like. I am not hopefull.

#23
Posted 03 March 2001 - 20:14
- The graphics are indeed gorgeous. They run pretty smooth. You'll still need a big machine to run full details with a full grid but hey, what do you expect? I'm very impressed in this department.
- The sounds are just horrible. Yuck. When you hit something it sounds like a rocket-launcher explosion fro Quake or something. ugh.
- The AI is in fact pathetic. Don't even bother. They are not as bad as the original F12k at taking each other out, but they are worse at using you as their brakes. And this isn't just from a quick test where it could have been because I was driving poorly, I made sure that I was driving consistently fast laps and using consistent braking points.
- The physics... are, well.... there are going to be alot of arguments about this one. Some neat things: You've got to get the revs up nice and high before you can get moving. This is a really nice realistic touch. Wheelsping is great too. Not like F12k/CS where you can pretty much floor it from a standstill and off you go. It is really easy to be too heavy on the throttle and lose it. Snap oversteer is great too. Things I don't like: it's very very hard to lock up the brakes. Brake too hard and the most common result is just understeer. Also it is often really hard to get any decent feedback as to when you are losing it, but I suspect this is just more of a problem with F1 games in general than with RC in particular. Improved sounds would really help out in this area.
- There is something amiss though, somewhere. Dunno if it's the physics, the cars' performance, or the tracks, but this game is supposed to be the 1998 season. After just a little bit of practise with default setups I can shatter the 1998 lap records at most tracks by about 5 seconds.
- The tracks. Well, so much for GPS. I'm sure they have the right geometric proportions (although I wouldn't know) but they are all smooth as glass. Every one of 'em. I would much rather have F1CS, where the tracks may be a little bit off in places, but at least they feel real - there are bumps and dips and little spots that upset the car and really make you think about how you drive and set your car up. I couldn't care less if 130R is exactly 130 degrees, or the straights at Hockenheim are 11.234 inches wider than they should be..... I supect this smoothness of the tracks has alot to do with the unrealistic lap times actually.
setup options, telemetry, replay features... wow. all really well done and attention paid to detail.
- multiplayer. Works, TCP/IP is supported although you need a 3rd party tool to hook up with other people and make the game work. Online play is a little more stable than F1CS but not by much. 5-6 cars, maybe 7 or 8 if everyone was on cable/dsl... one cool thing is that you can run a full race weekend in multiplayer, with qualifying etc.
One more thing - all the file formats are binary. What a pain in the ass.
So I'd say it's definitely worth a look. Personally I prefer F1CS physics but that's really just a matter of taste. I wish they could take the best from both games and merge 'em, then we'd have something really great.
#24
Posted 03 March 2001 - 22:13
#25
Posted 03 March 2001 - 22:54
About the AI... how can you be sure Ubi will release a patch? In the words of Lisa Simpson... "uhhh, what are you basing that on?" It certainly would be nice if they did but I ain't holding my breath.
A few other things I forgot to mention:
Wet weather. It's pretty good. The reflections from the track and the drying line effect aren't done quite as well as GP3, nor are the sky effects - but I don't think any game could touch GP3 in that department. They're still pretty nice though. What is done much better than GP3 is the spray from the cars in front of you. It really looks like a real rooster tail, and doesn't seem to give as big a framerate hit as GP3's spray effects do.
And the other cool thing is the aerodynamics - there is a definite effect of the draft, and even better there is a loss of front downforce when you're following someone really close. Maybe that's why the AI keep rear-ending me?