Multiplayer - still shit ( down a 2000/256 ADSL line - this is the #1
Gripe - WHY CAN ONE TITLE WORK GREAT DOWN 56K)
Tracks still innacurate
Replay system still crap
Jordan is using last years 3d model
What, exactly, did I just spend £30 on?
A car skins update from F12001, two modified tracks and a physics update.
Disgracefull.
I'm keeping it ONLY because of what the GT mod might do - and in hope that
they can patch some useability into the Multiplayer.
Doug
"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
news:adqhm5$1fsf1$1...@ID-115030.news.dfncis.de...
Thats the thing - I hear about decent races but cant find one. I went thru
EVERY server on game spy thisafternoon - half said "connection refused" -
and the rest were, at best - like having a ping of 500 on an N2k2 server.
I love the game though - sensation of speed and physics are great.
"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
news:adqlme$1j3hn$1...@ID-115030.news.dfncis.de...
Something must be wrong somewhere with your online expereinces thus far.
I've had nothing but decent racing online, with no lag. All this is pretty
much a luck of the draw at times. You'll find that sometimes you can't ever
get a decent online race going, while at other times you get nothing but
good connections. Again I stress, this is not Papyrus' online code; and my
experiences with online games (goes way back to the Duke Nukem days) is that
many times, when getting a bad connection, you never really understand the
why of it. You'll find that you can hook up with a group of the same people
and get excellent online play, but when that group includes another member
who was never a part of the group before, the connection may lag terribly.
Overall I think you need to continue to try F1 2002 online before you make
any final determination as to how good multiplayer is.
Alanb
"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
news:adqhm5$1fsf1$1...@ID-115030.news.dfncis.de...
Alan Bernardo wrote:
>
> Doug,
>
> Something must be wrong somewhere with your online expereinces thus far.
> I've had nothing but decent racing online, with no lag. All this is pretty
> much a luck of the draw at times. You'll find that sometimes you can't ever
> get a decent online race going, while at other times you get nothing but
> good connections. Again I stress, this is not Papyrus' online code; and my
> experiences with online games (goes way back to the Duke Nukem days) is that
> many times, when getting a bad connection, you never really understand the
> why of it. You'll find that you can hook up with a group of the same people
> and get excellent online play, but when that group includes another member
> who was never a part of the group before, the connection may lag terribly.
>
> Overall I think you need to continue to try F1 2002 online before you make
> any final determination as to how good multiplayer is.
Aside from the connection itself, is the MP well thought out ?
As in, can you chat in pre race, is there a decent way to set practice
length, qual length and so on ?
With the decent mods that will be coming out for this, I'm wondering if
it's worth my time to get familiar with it, or should I just wait until
Papy releases an AussieV8 sim
Beers and cheers
(uncle) Goy
"The Pits" http://www.theuspits.com/
"A man is only as old as the woman he feels"
--Groucho Marx--
Prerace chat - yes
You can pick how many practice sessions you want (up to 4 I believe) and if
you want a qualifying and a warmup session before the race. You can do all
of these things, none of them, or pick which ones you want. Not sure if you
can select the time or laps for each event, but while chatting if everyone
wants to move on, the host just needs to hit the arrow button the progress
to the next session.
--
Damien Smith
dts...@SPAMGOhypermax.net.au
ICQ: 77028579
F1 2001 rank: -11.512
Ok then, sounds as like they've at least put some effort into it, I
might need to give it a try even though I'm not into F1 sims, but with
these mods we know are coming....
Beers and cheers
(uncle) Goy
"A man is only as old as the woman he feels........"
--Groucho Marx--
I'd find a better server...
> Tracks still innacurate
Of course, but you knew that before you bought it..
> Replay system still crap
Of course, but you knew that before you bought it..
> Jordan is using last years 3d model
A bizarre oversight, for sure. A very minor problem though.
> What, exactly, did I just spend £30 on?
Something you were desperate to complain about?
> A car skins update from F12001, two modified tracks and a physics update.
Just 'a' physics update? Isn't that what it's all about? I think you'll
find now that ISI have nearly perfected the engine, they'll be able to pay
attention to things like track accuracy to keep the nit-pickers happy. The
multiplayer is also much improved from F12001 - the LAN play is much more
stable. It's a 56k no-go zone though.
> Disgracefull.
Only you could describe it as that, Doug.
> I'm keeping it ONLY because of what the GT mod might do - and in hope that
> they can patch some useability into the Multiplayer.
So, in what way will the GT mod be better than the F1 cars? Do you think
the mod community has full access to GPS data to make better tracks? As for
net play, well, I think you need to have a look at what servers you're
joining.
"Douglas Ellison" <mai...@douglasellison.co.uk> wrote
in message
news:adqlme$1j3hn$1...@ID-115030.news.dfncis.de...
Steve Adams
"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
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imo - yes.
Doug
You yourself described it as a 56k no-go-zone - so why put 56k options in
there - why pretend it's even feasable.
And - if they can do an accurate Melbourne - why not an accurate
every-where-else
56k Multiplayer CAN be done - EA just havnt bothered
Doug
:-)
"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
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"Carl Ribbegaardh" <carl_ribbeg...@hotmail.com> wrote in message
news:adt06m$22vrs$1...@ID-111741.news.dfncis.de...
But we've had perfect 56k net play for FOUR YEARS.
Surely I shouldnt have to expect anything less?
Doug
Alan Bernardo <j...@bball.com> wrote in message
news:rDuM8.404304$kb4.3...@news.easynews.com...
>
>And most multiplayer-games uses 32 in datarate, where 16might be better, or
>8 (shiver)
What does datarate actually do?
Remco
ie. how fast can the host upload data to the clients in the game.
A 56k connection can only handle about 4-5kbps max, which is why 56k people
have not had a good experience racing online with this game.
Cable and ADSL connections typically have their upload capped at 128kbps,
which is about 32Kb/s.
Whichever connection type you select in the multiplayer setting (56k, isdn,
cable/dsl, lan) will set your datarate accordingly.
If you tell the game that you are on a LAN or cable, when you are actually
56k, then the game will be trying to send out a datarate that you can't
handle. Most online players aren't aware of that, and just set it at the
highest one (thinking they won't be allowed to join games if they actually
set it at 56k).
This is why we are seeing major lag problems.
If you can find a group of racers that you know ALL have broadband, then you
should have no trouble racing online. It's when you open up a public server
and a bunch of 56k people try and join (when you've set it for a higher
datarate) and then you get problems.
"Remco Moedt" <rmo...@NOSPAMcistron.nl> wrote in message
news:3d04cbb4...@news.cistron.nl...
"Remco Moedt" <rmo...@NOSPAMcistron.nl> wrote in message
news:3d04cbb4...@news.cistron.nl...
>data rate refers to the Kbps that will be used to for multiplayer
>connectivity.
Thanks.
Remco
>Im no expert, but it is how many datapackets it will send out. I guess its
>information on where the car is on the road etc.
>8 makes the cars jump around a lot.. where 32 makes them rocksolid until you
>cannot take the datatransfer and the server has to resend data, loss of
>packets etc.. lag warp
Aha. So the gap between packets is larger with a smaller datarate
value, I guess. Are still all cars visible with a datarate of 8?
<Snip>
Remco
Why on earth would a game need to transmit so much data for a
single car (or, for a field of other cars) at any instance?
Unless it's transmitting graphics itself with dents and bumps
and reflections and whatnot (just kidding), there is absolutely
no reason to waste such a lot of bandwith to transmit client
game states to a server.
Sounds like a badly (very badly) flawed protocol to me.
Regards,
Uwe
--
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
PGP Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
"Remco Moedt" <rmo...@NOSPAMcistron.nl> wrote in message
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