this is taken from alpha F1
Big thanks to executive producer Nick Court and Infogrames for inviting me to play Grand Prix 4 at Seaside Hotel today. After a long anticipation, I got my hands on the both PC and X-Box versions of the game. They had the latest alpha version of the game, first beta is expected to be ready after couple of weeks.
Nick Court started by showing us the Xbox version of the game. I believe it was a normal PAL version with fixed framerate 25fps (50Hz in TV) with 640x480. Like already seen in the demo movie, the graphics looked amazingly good and smooth altough it was running on a normal TV screen.
After it, he showed us the PC version which was excatly the same the Xbox version. It was running with Pentium 4, Geforce3 Ti 200 and Windows XP. The resolution was set to 1024x768 and framerate to 24fps. Unfortunately they had some problems making the wheels and pedals to work, so only keyboard play was available.
So I finally got my hands on the game and I was positively impressed! I took 'quicklaps' mode to drive Suzuka. Since I was playing with keyboard I can't say how much they have improved the physics, but it felt excatly the same than with GP3 2000. The whole Suzuka track feels completely different than seen in GP3. Thanks to GPS modelling each corner is now realistic as it should be. The new helmet view looks very realistic since it's dynamically rendered, but the T-Cam view is more fun to drive. You can change between helmet and T-Cam view between the 'left arrow' key.
Then I tried the X-box version which was a big positive surprise! The pad feels very nice since all the controls are analog and it has rumble effects as well. It tought it'd be some crappy arcade conversion, but driving the car felt very good and I can recommend the X-box version everyone who was the console.
There are still lots of work to be done until the game is ready. The game sometimes crashed which could be very annoying if you are driving a long race. They also need to work with the tracks and graphics until it'll be ready.
I'll now explain each detail of the game. I also had a chance to do full interview with Nick (thanks for your patience) which I'm not going to put here word to word, just the most interesting things.
Release date - The release date for both PC and Xbox version is 14th June 2002. According to Court it's the final date and there won't be anymore any details.
Physics - Like seen in the previous Geoff Crammond games, this is the best thing about the game. I can't say how much it has been improved. According some previous reports, each team would has its own physics, but according Court it has not been implement, but they are considering the possibility of adding to the final version. It'd mean that winning races with Ferrari is much easier than with Minardi.
Season 2001 brought some new driving aids to F1 drivers, traction control and launch control. Traction control has seen in the previous GP games as a driving aid (F7) and this game won't change the situation. However it has been changed to be more realistic. You can turn on/off the launch control by pressing F9. I didn't test how it's working in the game, but according to Court you can actually damage your by using the launch control in wrong way.
The keyboard play is excatly the same than in GP3 2000. According to Court, the force feedback has been changed as well, but they are going to finetune it for the final version.
The damages are exactly the same as in GP3 2000 (at least I didn't notice any difference), so no improvements in this area.
Graphics engine - The major improvement since GP3 is completely new graphics engine. As seen in the screen shots it allows much smoother and nicer looking graphics. However, they are still using the old "2d" track format seen in all the previos games. Good news is that you can export all the GP3 tracks to GP4 with little effort and easily edit the existing GP4 tracks as well. Bad news is that the format is "old-fashion" and does not allow all possible 3d tricks, such as deep safety areas (eg Melbourne, Monaco, Montreal), making the track's old layout driveable (eg Hockenheim, Barcelona) and 3d fences and tyre barriers. Pretty all the graphics bugs seen in GP3 exist also in GP4.
I asked Court the explanation for this kind of solution and he said that the reason for this is that they must be backwards compatible; Simergy and Microprose are working in different locations doing different things based on the format and therefore changing the format wasn't possible. All the tracks and objects are however made with 3d studio max, because it's the best tool available.
In GP4\Circuits directory the tracks are now called as S1CT??.dat files instead of the old F1CT??.dat. The filesize is between 120kB-200kB which proves that they are still using the old format.
The new engine doesn't anymore support software rendering, so you'll need a 3d card for this one.
Also it was quite disappointing to see that they are still using the fixed frame rate system. You'll choose a frame rate between 8-60fps and you cannot change during the action itself. It means that you'll still have to monitor the "processor occupany" during the game by pressing the 'o'-button. Court however said that they'll probably add an option to the final version that it automatically changes the frame rate so that the occupany is always the ideal 100%.
The minimum screen resolution is 512x384 and maximum 1280x1024. You can turn on/off these options: arcade overlays, TV overlays, cockpit visor, mirrors, video walls and heat haze. These settings can be adjusted from low to high detail: car geometry, trackside geometry, texture detail, pitcrew, advanced lighting, environment maps, bump mappings, reflections and shadows.
Graphics - The textures aren't any superior, but it's not a big deal since I can't see any reason why we sholdn't be able to edit. They aren't however anymore using the 'JAM' extension for the graphic files since it's now called "TEX". However the objects are extremly well detailed and they look exactly the same as seen in real life. There are also helicopters, aeroplanes, trucks and normal cars outside the track. Also light poles and all the less important objects are included.
The only track which had crowd included was Melbourne. Of course, it'll be added to all the others tracks before the release. You can see that the crowd are actually waving national flags and taking photographs (lightings from cameras). Also the flags in the big flagpoles are animated as well tough they looked very buggy. TV screens are animated as well altough it looked more like a slideshow than following the actual race. Also the 3d marshalls are animated and you can see them walking on the track.
Tracks - As I mentioned earlier the tracks are modelled with GPS data. According Court some company somehow involved with F1 did the recording last year. 3d coordinates were recorded about every meter and the all other points were interpolated in the studios. They also took several thousand photos during the race weekends to help making the textures and objects.
Car setups - There aren't any new car setup options since GP3 2000. However each team has it's unique gearbox, 6 or 7 gears as seen in real life. In the gear setup screen you can choose if you want to use 6 or 7 gears. When I asked about possible including changing the steering lock to the setup screen, Court answered that they are considering the possibility.
Sounds - My first impression was that the sounds haven't been changed since 3d sounds very introduced in GP3 2000, but according to Court, all sounds are new recorded with Arrows F1 team. The in-car sounds are quite similar, but the TV-view sounds have been improved a lot and it really now sounds like it should be, amazing! Radio messages are still the same, but they include some new. They have asked Arrows to tell them which messages are actually used and in which situations.
Pits - GP4 finally introduces motion captured pitcrew. Together with Arrows F1 team, they recorded the animations in a studio using real mechanics doing what they are supposed to do. In the pits you can actually see the mechanics walking in the pitlane, and when you exit the box, a guy will walk in front of you to check and then give you the permission to leave. Unfortunately I forget to test what happens during practise when you return back to the pitbox. As seen in the screen shots, you can follow the races from the pit monitor. Altough the pit cameras are in the screen shots and the demo video, they were disabled in the game, but will be enabled back in the final version.
You cannot change the speed limiter manually and pit exit lights won't work, because penalties aren't implemented.
Helmet view - According to Court they got an idea for the helmet view when one of the Microprose guys went sitting on the Arrows cockpit when nobody was watching and he sketched the view he could see later. Crash helmet was then added later. Court admits that the visor covers the steering help section from the cockpit and they are probably going to do something for it.
Weather - The reason why we haven't yet seen any wet weather screen shots is that the have some big problems with the reflections and they need to sort them out first. Also in heavy rain the processor occupancy goes very high. The rain effects and options are excatly the same as seen in GP3. The only new feature is that you can see the water drops squirting to the camera lens and helmet. You won't be able to see the sun in the sky and there won't be any detailed weather forecasts.
Artificial intelligence - It has slightly improved since GP3 2000. According to Court you can push the computer car drivers to make mistakes and according to my personal experience overtaking is much harder since they keep constantly blocking the driver. Practise/qualifying/warm-up tactics will not be included.
Missing features - There won't be any new extra features such safety cars, red flags, jumps starts, penalties, warm-up lap and extra practise before the race, because they don't have any time to implement them. Since they'll be using the same graphics engine for their next game, they'll then possibly add some new features. Note, if some new feature isn't mentioned in this article, it won't be included to the game.
Multiplayer modes - Internet play won't be included, because FOM doesn't allow it. All the other options are exactly the same as in GP3. Split screen mode for Xbox wasn't yet implemented.
Steering wheel - Every team are still using a generic steering wheel with big LCD display, because according to Court this is the way they wanted it to be. Adding unique 100% realistic wheels for pro users could be a possibility in future games, but they need to work out some things before doing so. Hands on the steering wheel will not be added, because they'd look like piece of woods and block the LCD screen all the time. I pointed out that it'd then be very realistic, but Court didn't like my idea and didn't promise they would consider it at least as an alternative for the current view, bollocks.
Drivers in the game - In the screen shots have been seen several drivers in one team, but according to Court in the final version the line-up will be the same than seen in the final GP (Suzuka) of the 2001 season.
Help from F1 drivers - According to Court, Jos Verstappen and Pedro de la Rosa helped with GP3, but so far none F1 driver has tested the new game.
Geoff Crammond - According to Court, GC is doing just fine and has still the passion to continue with future Grand Prix games.
I also took a look at the readme file at the GP4 main directory and it was basically the same GP3 file with just name changed.
This was pretty much the all I can remember. Unfortunately no photos/videos due to licensing issues. If you have any questions, go to our discussion forums instead of mailing me directly. If you are from Finland, check out SubTV and MoonTV channels for their own Nick Court interviews. Please do NOT copy-paste this article to any other site.
27th March 2002
First of all, BIG thanks for producer Nick Court for inviting me to have a free dinner at Hotel Kämp on Wednesday night. I'll make the full interview tomorrow, but he already explained few things from the game.
There will be no safety cars, stop and go penalties, warm-up laps or any new features like that, because they have only have limited time to work with the game and they wanted to concentrate on the new graphics engine. They'll add more features to their future releases.
There will be no Internet play, because the FOM license doesn't allow it. They also don't know how to implement it properly, so they wouldn't add it anyway. Nick also reminded that their competitors don't have the Internet play support neither, so it isn't a big problem for them.
When asked about the Playstation 2 version, the official comment is "no comments". It means that they don't confirm it, but they don't deny it either. My personal guess is that they are at least considering the possibility of making such version, but nothing has yet been confirmed.
I'll get a chance to play the game tomorrow (Thursday) and after it, I'll post a full review.
LS's Tip of the weekESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat