rec.autos.simulators

Nascar faults

Andy McCardl

Nascar faults

by Andy McCardl » Fri, 03 Nov 1995 04:00:00

Even though Papyrus is abandoning future development of
DOS versions of NASCAR RACING, I thought I might make
some suggestions to improve the glitches in the old version:

1. At the beginning of any race, the user suffers traction
   problems from cool tires, while the computer opponents
   are able to hold a perfect line.

2. If 2 computer opponents crash, the other computer opponents
   stop dead in the track to wait for the accident to clear.
   If the user crashes, the computer opponents blow on by
   and gain track position.

3. When the user crashes, he must spend 10 to 15 seconds to
   get moving again.  When a computer opponent crashes, he
   is able to make a 180 degree turn without pulling forward
   or backward.  This is very convenient for the computer
   opponents at narrow tracks.

4. No matter what the user does to prevent it, a spinning
   user car usually ends up facing the opposite direction
   that it was going when the spin started.  This defies
   the laws of physics and probability.

5. If the user hits the wall in a corner, the car skids
   helplessly with its nose in the wall.  The aspect of
   the car vis a vis the wall never changes.  If the
   momentum of the car were that great, the car would
   slam broadside against the wall.  If the resistance
   against the wall were that great, the car would spin
   around with the fender still contacting the wall.
   Again this defies the laws of physics.

6. The user can gain advantage by slamming into other
   cars during the pace lap.  As long as he gets in
   line before the green, there is no penalty.

7. In the championship season, points are only awarded
   for the order of finish.  No points are awarded for
   those who lead a lap, those who lead the most laps,
   or those who lead at the mid point.

8. It is impossible to run more than one championship
   season at one time.

9. Paintkit assumes that the CARS94 set is the only
   set you would want to edit.  Try editing a different
   car set or try adding more cars to a set and find
   out what happens.

10. Player can cheat a black flag or defeat the pit
    speed by pulling backwards out of a pit.  To pit
    immediately after stopping for a black flag penalty,
    simply back up about one car length and then pull
    back in.  To defeat the pit speed, back out of the
    pit and pull right out on to the raceway.

11. The auto breaking feature still allows the user to
    catch a black flag for breaking the pit speed.
    Why is the pit speed the same for every track?

12. At Talladega, a user can get a black flag for the
    following scenario:  A car crashes into the user
    in the last turn and the user is hurled across the
    grass and into the pit area (which is not protected
    by a pit wall).  The user receives a black flag for
    speeding in the pit.

13. The walls at Watkins Glen are placed too close to
    the track.  If they were that close in real life,
    there would be more fatalities.

14. Part II will contain many more.

William A Charet

Nascar faults

by William A Charet » Sat, 04 Nov 1995 04:00:00


>Even though Papyrus is abandoning future development of
>DOS versions of NASCAR RACING, I thought I might make
>some suggestions to improve the glitches in the old version:
>6. The user can gain advantage by slamming into other
>   cars during the pace lap.  As long as he gets in
>   line before the green, there is no penalty.

Nah....that there's called RUBBIN, boy! And in these here parts,
Rubbin's just Racin :)
RickGent

Nascar faults

by RickGent » Sat, 04 Nov 1995 04:00:00

Even though Papyrus is abandoning future development of
DOS versions of NASCAR RACING,
<<<

Who said anything about abandoning future development of DOS versions of
NASCAR?

Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.


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