a flagman:do we need him?

  • Thread starter A2K78
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Case point, but I was recently playing MotoGP 4(Namco version, best motobike game next to TT), the presence of a flagman in that game made me wonder should we have a flagman this time?
 
Yes either flag waving marshalls or flags that show up on the screen or both would be much better.Commentary from the commentator watching the race & the radio people talking to each driver would be good too.Wondering whether we can employ people, for making a race team.
 
why only one?.. I'd prefer several flag guys around the track...like in real...and then waving all flags when "I" win a race and go for my lap on honour... :-)
 
Yes either flag waving marshalls or flags that show up on the screen or both would be much better. Commentary from the commentator watching the race & the radio people talking to each driver would be good too.Wondering whether we can employ people, for making a race team.
Yes, both marshalls and information on the screen would be great. Please no commentary, though.
 
i agree i rather have Skid-marks... but ones that actually stay on the track for the whole race and dont just disappear...

it helps you see ahead and look where you locked or Under-steered or spun-out... skid-marks are NOT useless... i don't get how some people can say that.

now Flagmen are useless... one flag at the corner of my screen is good enough... but it would be cool to have a guy wave the flags at the grid.
 
I'd rather have flagmen than skidmarks. I often find myself calculating and memorizing braking points based on the track's (default) skidmarks, especially when there are no landmarks/poles/buildings that stand out enough.
 
We already know we'll have flag rules though, so a few guys waving a flag at the track side isn't that important. It's enough the way it is I think.
 
i agree i rather have Skid-marks... but ones that actually stay on the track for the whole race and dont just disappear...

That is not really possible, especially in endurance races. Every skid mark that is made takes up more memory. So they either have to stop the creation of more, or make earlier ones disappear. On Mid-High end PCs with 3GB+ RAM this isn't a big problem. But on console, it is.

Red Faction on PS2 is a good example. You could tunnel through walls using satchel charges and rocket launchers. But once you blow up so much of the environment it prevents you from doing any further damage, even simple bulletholes in the wall. Thats another thing, bulletholes disappear after a while on most first person shooters, and its the exact same principal, environments altered ingame means more memory is needed to store the information, as the base environment can be constantly loaded from the game data on the HDD or disc. (I think its a little more complex than how i put it, some of the base data needs to be on the memory, but adjustments go ontop of that sort of)
 
Defanatly need flag marshals, would look great seeing waved yellows as you dip round a corner to find a smokey wreck!

...would look even better if there were skidmarks leading to that smokey wreck!:sly:
 
That is not really possible, especially in endurance races. Every skid mark that is made takes up more memory. So they either have to stop the creation of more, or make earlier ones disappear. On Mid-High end PCs with 3GB+ RAM this isn't a big problem. But on console, it is.

Red Faction on PS2 is a good example. You could tunnel through walls using satchel charges and rocket launchers. But once you blow up so much of the environment it prevents you from doing any further damage, even simple bulletholes in the wall. Thats another thing, bulletholes disappear after a while on most first person shooters, and its the exact same principal, environments altered ingame means more memory is needed to store the information, as the base environment can be constantly loaded from the game data on the HDD or disc. (I think its a little more complex than how i put it, some of the base data needs to be on the memory, but adjustments go ontop of that sort of)

This is true, and I remember that problem in Red Faction for Ps2.

I do think skidmarks should be able to stay for a decent amount of time, and if the earliest skidmarks disappear while replaced by new ones.. I'm fine with that, and expect it.

I remember some games like Test Drive on PS1 had skidmarks that really didn't last long at all, but I'm sure in GT5 the skidmarks should be able to stay for a few laps at least, then being replaced by new ones.. this also brings me to how long car debris will stay on track, but thats another subject.
 
this also brings me to how long car debris will stay on track, but thats another subject.
That shouldn't be a problem though, should it? I mean, if a bumper comes off, nothing is added, it's just not on the car anymore. However, after a yellow flag all debris should be gone.
 
That shouldn't be a problem though, should it? I mean, if a bumper comes off, nothing is added, it's just not on the car anymore. However, after a yellow flag all debris should be gone.

It shouldn't be a problem, its just that in some games it was a problem. I guess it also depends on how many parts of a car can come off, and how many cars lose parts in a race.. long online races for example with in-experienced drivers and flags turned off perhaps will make for vanishing debris?

I hope not though, I'm looking forward to racing NASCAR and avoiding the debris of A.I crashes, while staying behind the pack watching the A.I make mistakes in a long race.
 
I hope not though, I'm looking forward to racing NASCAR and avoiding the debris of A.I crashes, while staying behind the pack watching the A.I make mistakes in a long race.

Do you ever watch NASCAR races? They call a caution if a spec of dust lands on the track.:lol::P
 
Off Topic: About the skidmarks, they're irrelevant. I'm too busy handling the car to worry about something so petty. Also, they're a waste of precious memory that could be used for something more useful like graphics, physics, or damage. So "skidmark-guys", please stay on topic unless someone arrives and tell you how to get real skidmarks.

On Topic: I can do with a flag that shows in my HUD. A flagman is irrelevant as irrelevant as well, and he'll be harder to see than a simple flag on your HUD like the one on GT5TT Demo.
 
Off Topic: About the skidmarks, they're irrelevant. I'm too busy handling the car to worry about something so petty. Also, they're a waste of precious memory that could be used for something more useful like graphics, physics, or damage. So "skidmark-guys", please stay on topic unless someone arrives and tell you how to get real skidmarks.
Every game that involves driving has skidmarks, ok!?

If you're too busy handling your car, then how come you care about graphics at all? GT1's graphics should be enough for you then?

On Topic: I can do with a flag that shows in my HUD. A flagman is irrelevant as irrelevant as well, and he'll be harder to see than a simple flag on your HUD like the one on GT5TT Demo.
Agreed on that one though. 👍
 
Heres an idea, why don't they programme the game so when the flagmen/skidmarks are out of your sight they disappear, and the reappear when they come into your sight.

e.g. If your at one end of Grand Valley, then the flagmen/skidmarks/debris will disappear at the other end of the track.
 
Heres an idea, why don't they programme the game so when the flagmen/skidmarks are out of your sight they disappear, and the reappear when they come into your sight.

e.g. If your at one end of Grand Valley, then the flagmen/skidmarks/debris will disappear at the other end of the track.
Well that's basicly what happens isn't it? Whatever you can't see in a video game, is simply not there. Am I wrong? In GT5P frame rate drops the more cars you see at the same time.

And again, I don't think debris take up more memory space when it's off the car than it does when it's on the car. But I may be wrong here as well. :rolleyes:
 
Heres an idea, why don't they programme the game so when the flagmen/skidmarks are out of your sight they disappear, and the reappear when they come into your sight.

e.g. If your at one end of Grand Valley, then the flagmen/skidmarks/debris will disappear at the other end of the track.

For them to re-appear next time you come around, they need to be saved in the memory ;)

I like the idea of skidmarks, but with smooth driving they would almost never occur. If they're just graphical features, then seeing where i locked up my wheels or let the back end out is irrelevant to my driving on later laps, because i will remember those things anyway, like a sense of "I have to be careful not to lock my wheels here like i did before".

I'd prefer the extra memory be used to cater for higher number of cars on the screen (Not a bigger number, just to ensure a smoother framerate when 10+ cars are onscreen). But also to make the damage realistic, a damage model like PD have proposed for the race cars at least would be an uber memory hog. (Though the scratches and scrapes on the road cars won't be a memory hog at all)
 
Do you ever watch NASCAR races? They call a caution if a spec of dust lands on the track.:lol::P

I've watched 100's of hours of NASCAR races, I'm no dummy - in a game with options though, such as ps3 games, flags can be turned off so I can have such fantasy,
 
Marshals with flags are in every selfrespecting racegame, but i don't expect them in GT5. The flags in the HUD are already in the timetrail demo, so there will be yellow flags in GT5 if you crash. Hopefully they made a difference between a full course yellow and a local yellow flag at section of the track.

If there would be skidmarks left on the track it should be realistic when the level of grid gets higher on that spot. Tires leave rubber on the track, so a track gets faster with every car that drives on it. PD is always trying to make things technicaly and visualy right, so why using skidmarks if they have only a visual function?
 
Every game that involves driving has skidmarks, ok!?

If you're too busy handling your car, then how come you care about graphics at all? GT1's graphics should be enough for you then?


Agreed on that one though. 👍

Well, because graphiscs will be all over me. Inside the car, the car itself, and everything that comes in front of my windshield, like tracks, backdrops, and other cars. What and where I'd be driving. Skidmarks will be under my car so I really don't bother with them :lol:.
 
Marshals with flags are in every selfrespecting racegame, but i don't expect them in GT5. The flags in the HUD are already in the timetrail demo, so there will be yellow flags in GT5 if you crash. Hopefully they made a difference between a full course yellow and a local yellow flag at section of the track.

If there would be skidmarks left on the track it should be realistic when the level of grid gets higher on that spot. Tires leave rubber on the track, so a track gets faster with every car that drives on it. PD is always trying to make things technicaly and visualy right, so why using skidmarks if they have only a visual function?

Exactly my thinking. Skidmarks are pointless if they are purely visual.
 
Well, because graphiscs will be all over me. Inside the car, the car itself, and everything that comes in front of my windshield, like tracks, backdrops, and other cars. What and where I'd be driving. Skidmarks will be under my car so I really don't bother with them :lol:.
Fair enough. But they are still en every other racing game, and they're a nice touch. :sly:
 
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