Jun 30, 2016 Subscribe today for more awesome videos! Link: Add me on PSN: AndrewF1Gaming. Aug 07, 2015 F1 Racing Championship F1 Challenge ’99-‘02 Tags: formula 1, racing, racing sim.
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The back of the box brags about the sound as if it were some kind of new feature. It doesn't sound much different than previous versions, which is good, but not quite as nice as the sounds in, say, the PS2 version of Grand Prix Challenge, at least from within the car. The game modes number all of 4: Test Day, Race, Championship and Multiplayer. Each one does exactly what you think it does, with nothing in the way of extras. For your 'average' PC racer, the level of detail in each mode might feel overwhelming, so EA has done some things to make your life easier. As with last year's version, there is a 'simple' version of the setup screen that just lets you adjust 4 sliders to improve car handling. You can adjust oversteer/understeer, softness/stiffness, acceleration/top speed, and grip/speed.
Hercules 3d prophet 9000 pro driver win7 7. With these four settings you can at least come into the pits and tweak a bit at a time without understanding a thing about telemetry, dampers, ride heights, differential lock, and so on. My problem with this implementation is that if you so much as go into the advanced screen to dial down the fuel load, when you come back out to the 'simple' screen, you see no slider position, only the 4 slider backgrounds with 'Custom' written inside. So where was the slider last? You can't know. Does the game make 'center' the 'current' setup you're working on? Or should the slider be where you left it?
Again, you don't know. The only way to get the slider back is to click on it, and then you're back to starting from the middle, but you don't really know what your starting point was. Add to this the fact that ANY adjustment to fuel load causes this to happen, and this becomes a nuisance. And what if you should adjust the wing up or down a couple of degrees? Again, you get the 'Custom' in the sliders, and if you choose to soften the suspension after manually tweaking the wing, you don't know whether the middle of the slider means 'where I left off' or 'back to this setup's default'.
Although there are 5 coarse levels of difficulty which flip the various options on and off to provide an aggregate difficulty level, dialing in the right difficulty level for each individual person is nothing but trial and error. Take a guess, do a race, Take a guess, do a race, and so on. There is nothing in the way of adaptable AI here. The AI is a straight percentage slider. The 5 difficulty settings will adjust this, of course, but trying to find the right combination of realism, aids, rules and AI settings is time consuming and tedious.
The fact that you have to actually go out and experiment on the track to see just where you stand just makes it more so. EA could definitely have broadened the appeal of their title with some 'auto-sensing' difficulty capabilities that would monitor practice laps for average time and consistency, and provided you with a few options that would give you a good challenge. In their last NASCAR Title, Sierra has an AI option that will slowly adjust the AI difficulty percentage in real time while you're on the track, and this will be persisted across racing sessions on that track, so just by playing the game your skills and the AI skills will converge.
Not so, here. You're on your own.
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There are some nifty features, such as head panning which will turn your head to look into turns automatically the more you turn the wheel, and that works pretty good for me, although some people find it a bit disorienting. It's a slider, as well, so you can dial it back partially or all the way, depending upon your preference. Once you finally find the level of difficulty that's right for you, and the aids that will allow you to drive the car around the track without it spinning around on your for no discernible reason, the game comes into its own. Running a race requires focus and commitment.
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The AI aggression level is another tweakable option (with a slider, of course!), and the AI generally does a good job avoiding you even when you're side by side in a corner with them. They will dive into openings if given them, again, based upon their personality and AI aggression level. Even if you are loathe to tune your car at all and just want to drive default setups, you can just experiment with aids and difficulty level to find yourself a challenging race level, and it's realistic and fun to stalk someone lap after lap, drawing ever closer, and finally making the move on him to make the pass. This is how Formula One racing really is (although admittedly their favorite method of passing is known as 'the faster pit stop').
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But again, there are just a number of small things that EA did wrong which prevent this simulation from being F1 nirvana. The inability to accelerate time during qualifying is absolutely painful. You have to just choose to end the session or play it out in real time. They did add the ability to 'hop into' another car from a camera perspective during qualifying so you can monitor your opponents as they qualify, and if this helps you or provides enjoyment, that's fine.
An option to accelerate time until some condition is met would have been great. Imagine saying 'drop back to real time if I get knocked off the pole', or 'If I lose 4 positions on the grid, drop to real time'. Now that would have been a lot nicer than the all or nothing approach EA took.