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Re: Playability and realism of GP2 compared with today's games
Posted: 03.02.2018, 17:42
by DEHUMANIZER95
The only games that play for me in the same league as Grand Prix 2 are the Papyrus Racing games, especially IndyCar Racing 2 and Nascar Racing 2003 Season.
Re: Playability and realism of GP2 compared with today's games
Posted: 16.02.2018, 00:54
by ismael
That's quite interesting. I've never played those titles, but once, around 2000, someone got me a "oldie" game for the time: the Indianapolis 500 (1989). In fact, that game was the most realist of the time, apart from Crammond's work.
It appears it came also from the Papyrus Design Group, according to Wikipedia, at least.
https://en.wikipedia.org/wiki/Indianapo ... Simulation
Re: Playability and realism of GP2 compared with today's games
Posted: 16.02.2018, 00:58
by ismael
This is not Grand Prix 2, but regardless of that, whoever thought of putting Nigel Mansell playing this had a good idea.
https://www.youtube.com/watch?v=UCiWf7WEViM&t=340s
What puzzled me was this comment, replying to someone saying the game Mansell was playing was too arcade:
"ah yes. A good old sim elitist."
This moment I found I'm a... sim racing elitist! A proud sim elitist!
Re: Playability and realism of GP2 compared with today's games
Posted: 17.02.2018, 22:50
by roland ratzenberger
Re: Playability and realism of GP2 compared with today's games
Posted: 25.03.2018, 10:26
by DEHUMANIZER95
I recommend F1 Challenge as well since it is made by the same guys who made rFactor
Re: Playability and realism of GP2 compared with today's games
Posted: 14.09.2018, 10:07
by GP2tifoso28
ismael wrote: ↑08.12.2017, 12:00
- Just like in this other famous recent video,
https://www.youtube.com/watch?v=2xyiL1exnjM&t=2s, his game is too accelerated. Really seems this is a feature/issue of modern machines dealing with DosBOX somehow. After several hours of trying I think I have managed it in my current machine.
Hey Ismael, any suggestions on how to prevent the game from running too fast? I can't find a way to combat this issue in dosbox. The only solution I can find is to run the game very heavy (ie mods, gp2lap, gp2video, full graphics)... that gets it close to 100% processor occupancy but it causes the game to lag badly in certain situations where there are many cars on the screen.
In regards to GP2 playability, I've come to the conclusion that Codemasters, or any other F1 game will never come close to matching the magic of Geoff Crammond and GP2 in particular. The grass isn't greener on the other side, the GP series is truly special and GP2 tops the list
Re: Playability and realism of GP2 compared with today's games
Posted: 19.09.2018, 00:29
by ismael
Hi GP2tifoso28, honestly I think the frame rate (at the Graphic Details Level, yes) setting ends up being the key. I tried several combinations of graphics and I ended up with a mix and I didn't move from there; the last thing I was moving was just the frame rate. It's not perfect on graphics, but got perfect in the speed of the game. (I care more about the driving itself, anyway.)
If you need to set the frame rate lower than the "estimated average frame rate" by the game, just lower it and test that way. Good luck!
***
Sometimes I do amateur go-karts are there are two tiny details where GP2 is remarkably looking alike karting.
- The tires skid sound: we don't ear it in F1 due to the engine, but is essential to master GP2, and really useful in karting two.
- going over some kerbs and the car appearing to get "glued" to the kerb; not thrown in the air but following it like a rail. That could also happen in karting.
Re: Playability and realism of GP2 compared with today's games
Posted: 20.09.2018, 06:28
by GP2tifoso28
Ok thanks Ismael i'll try playing with the frame rate
Re: Playability and realism of GP2 compared with today's games
Posted: 19.01.2021, 20:16
by peke12
Did you also install the correct circuits for 2000?
I just finished modding GP2 to 1991 season. In my experience, it is very tedious. Also, on custom circuits, the AI doesn't always seem at their best.
I'm thinking about importing carset and keeping the 1994 tracks.
Re: Playability and realism of GP2 compared with today's games
Posted: 19.01.2021, 20:41
by rremedio
In many tracks, the AI can work well if you edit the Magic Data. But many other tracks have bad ccline and those are basically hopeless. You can still make them competitive (with laptimes similar to the ones you want) but that will usually mean they are too fast in some portions of the track and too slow in others.
Re: Playability and realism of GP2 compared with today's games
Posted: 20.01.2021, 10:17
by peke12
rremedio wrote: ↑19.01.2021, 20:41
In many tracks, the AI can work well if you edit the Magic Data. But many other tracks have bad ccline and those are basically hopeless. You can still make them competitive (with laptimes similar to the ones you want) but that will usually mean they are too fast in some portions of the track and too slow in others.
Which are your favourite custom tracks with good CC?
Re: Playability and realism of GP2 compared with today's games
Posted: 20.01.2021, 15:25
by rremedio
peke12 wrote: ↑20.01.2021, 10:17
Which are your favourite custom tracks with good CC?
There are many many tracks with good cclines. Basically any tracks by TDK, John Edwards, Peze/Petri, Antonio Pessoa, Michael Rabaland, Belini. When I create a track, the ccline is the main priority so I'm very happy with them too. Most GP3 conversions by AAS are also great. Older tracks are usually hit or miss but many of them are also great.
As of my favourites, I'm probably leaving a lot of great tracks out but here is a quick list in no particular order:
Donington (John Edwards)
Kyalami 92 with my ccline update
Zandvoort (TDK)
Assen 98 (Antonio/Leo Breevoort)
Nurburgring 84 (Michael)
Sentul (TDK)
Fuji 77 (TDK/TK)
Salzburgring (TDK)
Sebring (TK/me)
Estoril 84 (Michael)
Elkhart Lake (Paul Josephson/Antonio)
Mid Ohio (TDK)
All tracks from our 2019 project have good cclines
viewtopic.php?f=8&t=21759
Re: Playability and realism of GP2 compared with today's games
Posted: 20.01.2021, 16:09
by peke12
Who is AAS?
I guess, those gp3 conversions are tracks from 1998?
They are probably very good to create a GP2 1998 season.
I did a few laps on Kyalami, and it looks very good. Also the raballand tracks are awesome. especially his Imola track. That is a track that I prefer in GP2 above the original one.
Although I do prefer to play 90's F1 on GP2, this 2019 project seems very promising. Good work!
*EDIT* Did I say promising??!! Impressive might be more fitting! Great work.
Re: Playability and realism of GP2 compared with today's games
Posted: 20.01.2021, 18:09
by rremedio
AAS is Andreas Schulz. The conversions I mention are not from the GP3 original tracks but from user-made custom GP3 tracks and they are all excellent.
I also prefer the early 90's tracks and F1 as a whole but I decided to tackle the 2019 season because people always asked about some of those tracks and because some of the existing ones really needed some form of an update. Hopefully, we can finish it soon because omg it is a lot of work and it isn't very exciting for me. That said, some of those tracks like Spa, Monza, RB Ring, Barcelona, Sakhir, Melbourne, Interlagos, etc, are fitting for most kinds and eras of cars and most of them are fun to drive.
Re: Playability and realism of GP2 compared with today's games
Posted: 20.01.2021, 19:53
by peke12
They are fitting and fun indeed.
The work you put in the game is very much appreciated! I think you do an excellent job.
Anyway, thnx for the answers and enjoy the game!