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F12002 Retail

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Douglas Ellison

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Jun 7, 2002, 10:58:12 AM6/7/02
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F12002 retail ( from Game, Leicester)

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

Jonathan Diehl

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Jun 7, 2002, 12:05:12 PM6/7/02
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Works fine with my 900/190 cable connection. Raced 8 cars last night, w/o
any lag.

"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
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Douglas Ellison

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Jun 7, 2002, 12:06:36 PM6/7/02
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"Jonathan Diehl" <jbd...@hotmailNOSPAM.com> wrote in message
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> Works fine with my 900/190 cable connection. Raced 8 cars last night, w/o
> any lag.

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.

Carol Bekker

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Jun 7, 2002, 12:12:22 PM6/7/02
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Doug, is the retail version the same as the Warez version? Just so one can
see if any of the posts ont he warez version are valid.


Andreas Nyström

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Jun 7, 2002, 12:46:53 PM6/7/02
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Ok. look for "So!id | 10Mbit" that server is ace.


"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message

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Alan Bernardo

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Jun 7, 2002, 1:41:17 PM6/7/02
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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.

Alanb


"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message

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Goy Larsen

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Jun 7, 2002, 2:07:33 PM6/7/02
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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--

Jonathan Diehl

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Jun 7, 2002, 5:34:48 PM6/7/02
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"Goy Larsen" <sa...@get.topica.com> wrote in message
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> As in, can you chat in pre race, is there a decent way to set practice
> length, qual length and so on ?

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

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Jun 7, 2002, 5:56:17 PM6/7/02
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Works perfectly here at my friends place on a cable modem....sucks on my
56K. My only gripe is the pause when other players join.

--
Damien Smith
dts...@SPAMGOhypermax.net.au
ICQ: 77028579
F1 2001 rank: -11.512

Goy Larsen

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Jun 7, 2002, 6:12:36 PM6/7/02
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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

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--

Damien Smith

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Jun 7, 2002, 6:15:10 PM6/7/02
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> F12002 retail ( from Game, Leicester)
>
> Multiplayer - still shit ( down a 2000/256 ADSL line - this is the #1
> Gripe - WHY CAN ONE TITLE WORK GREAT DOWN 56K)

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.

John Metcow

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Jun 8, 2002, 12:06:49 AM6/8/02
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those bastards are simplying lying
to console themselves on a bad buy

"Douglas Ellison" <mai...@douglasellison.co.uk> wrote
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FatnSlo

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Jun 8, 2002, 3:28:39 AM6/8/02
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I agree. At this time I will wait until the mod guys come up with something
that makes it worth buying. I hope the ALMS guys do it first because one of
their members, Stefan Karlsson, has a monster pipe line and he can host 15
players at least out of Sweden (I live in CA USA). ALMS may not be the gpl
type physics everyone likes, but it makes for some awesome close GT sports
car racing! If other mod makers like the simbin team had a server like that
I would race on it too.

Steve Adams

"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message

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Douglas Ellison

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Jun 8, 2002, 8:48:52 AM6/8/02
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"Carol Bekker" <scarol....@lineone.net> wrote in message
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> Doug, is the retail version the same as the Warez version? Just so one can
> see if any of the posts ont he warez version are valid.

imo - yes.

Doug


Douglas Ellison

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Jun 8, 2002, 8:54:49 AM6/8/02
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> 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.

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


Carl Ribbegaardh

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Jun 8, 2002, 9:18:11 AM6/8/02
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Actually on the cd-cover there is a sign saying 2-player 56.6 Kbps and
another saying 2-8 players ISDN Broadband LAN.

:-)

"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message

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Andreas Nyström

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Jun 8, 2002, 12:00:49 PM6/8/02
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And most multiplayer-games uses 32 in datarate, where 16might be better, or
8 (shiver)

"Carl Ribbegaardh" <carl_ribbeg...@hotmail.com> wrote in message
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Alan Bernardo

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Jun 8, 2002, 5:25:43 PM6/8/02
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"Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
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>
>
> You yourself described it as a 56k no-go-zone - so why put 56k options in
> there - why pretend it's even feasable.
>
I bet you can easily play on a 56k in a two-player race. Anything more,
don't expect much.

Douglas Ellison

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Jun 8, 2002, 6:32:33 PM6/8/02
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"Alan Bernardo" <j...@bball.com> wrote in message
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>
> "Douglas Ellison" <mai...@douglasellison.co.uk> wrote in message
> news:adsuqo$22vud$1...@ID-115030.news.dfncis.de...
> >
> >
> > You yourself described it as a 56k no-go-zone - so why put 56k options
in
> > there - why pretend it's even feasable.
> >
> I bet you can easily play on a 56k in a two-player race. Anything more,
> don't expect much.

But we've had perfect 56k net play for FOUR YEARS.

Surely I shouldnt have to expect anything less?

Doug


David Powell

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Jun 8, 2002, 4:34:51 PM6/8/02
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where as in GPL and N4 i can race 20cars with a 28.8k modem, just EA are
lazy wankers who couldnt write MP code if aided by papyrus


Alan Bernardo <j...@bball.com> wrote in message
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>

Remco Moedt

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Jun 10, 2002, 11:54:50 AM6/10/02
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On Sat, 08 Jun 2002 16:00:49 GMT, "Andreas Nyström" <andr...@home.se>
wrote:

>And most multiplayer-games uses 32 in datarate, where 16might be better, or
>8 (shiver)

What does datarate actually do?

Remco

Jonathan Diehl

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Jun 10, 2002, 1:36:07 PM6/10/02
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data rate refers to the Kbps that will be used to for multiplayer
connectivity.

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
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Andreas Nyström

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Jun 10, 2002, 10:24:12 PM6/10/02
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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

"Remco Moedt" <rmo...@NOSPAMcistron.nl> wrote in message
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Remco Moedt

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Jun 11, 2002, 4:25:01 AM6/11/02
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On Mon, 10 Jun 2002 12:36:07 -0500, "Jonathan Diehl"
<jbd...@hotmailNOSPAM.com> wrote:

>data rate refers to the Kbps that will be used to for multiplayer
>connectivity.

Thanks.


Remco

Remco Moedt

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Jun 11, 2002, 4:27:58 AM6/11/02
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On Tue, 11 Jun 2002 02:24:12 GMT, "Andreas Nyström" <andr...@home.se>
wrote:

>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

Uwe Schuerkamp

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Jun 11, 2002, 4:50:33 AM6/11/02
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On Mon, 10 Jun 2002 12:36:07 -0500, Jonathan Diehl <jbd...@hotmailNOSPAM.com> wrote:> 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.

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

--
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Haqsau

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Jun 11, 2002, 5:09:11 PM6/11/02
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I don't know if it has been documented anywhere, but I'm guessing that
datarate number is a packets per second number. The magnitude of the
values is about right, compared to what some other online games use.


"Remco Moedt" <rmo...@NOSPAMcistron.nl> wrote in message

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