rec.autos.simulators

bethesda burnout

Todd Walke

bethesda burnout

by Todd Walke » Thu, 26 Mar 1998 04:00:00

Not if you run it in DOS mode. It is a DOS game and is not meant to be run
through Win95. Although I have been running it through 98 in a DOS window
and I have had no problems at all....

--
Todd Walker
Network Engineer
LDS-iAmerica
http://www.racesimcentral.net/

***Remove KILLSPAM from my address to reply***




> >I have raced Nascar 1 and Nascar 2 since they came out and I race N2 on
> >TEN,well until I started beta testing Burnout that is,we want peopel to
> >forget about N2 and tring to make this the best racing sim on the
market,or
> >close to it since this is Bethesda first racing sim.We are fixing to
start
> >the Mplayer testing for Burnout in a few days hopefully.Just be happy we
are
> >going through burnout so hard,

> Obviously not hard enough. The game goes down more times than a 10
> dollar ***.

> ---
> The Chrome Plated Megaphone of Destiny

John Walla

bethesda burnout

by John Walla » Thu, 26 Mar 1998 04:00:00


>Obviously not hard enough. The game goes down more times than a 10
>dollar ***.

I'll bow to your superior knowledge of 10 dollar ***s.... ;-)

Cheers!
John

Brent Erickso

bethesda burnout

by Brent Erickso » Thu, 26 Mar 1998 04:00:00

Some tracks measure reaction time from the third amber to when the stage
beam is unbroken. This is the reason for the .400 or .500 added to the time.
Some tracks measure from when the green light goes on to when the stage beam
is unbroken and will show a "zero" based time. In this case, .000 is perfect
no matter what tree type is being used and a negative reaction time would be
a red-light. Either way they are equal measurements.

-Brent


>All--

>Well, if you didn't think I was stupid already, here's proof:

>While viewing the Pennzoil Nats at Houston a week ago, I was watching
>the data graphics at the top of the screen and paying close attention to
>start line reaction times. What I have never been able to figure out is
>why cars would redlight with reaction times above zero -- for example,
>on one run, somebody cut a .293 RT and redlighted. Now I vaguely
>understand that something around .400 is supposed to be a "perfect"
>reaction time, but why is this so? It seems to my woefully unenlightened
>peabrain that any reaction time that cut the light over 0:000 would be
>legal...obviously this is NOT the case. Can anyone tell me why?

Brent Erickso

bethesda burnout

by Brent Erickso » Thu, 26 Mar 1998 04:00:00

Thanks for the compliments. I'll pass them on to the team.


>And the torque isn't pulling you halfway off the track? That seems to
>be the biggest problem I'm having with my 6.1 second, 225 mph funny
>car. I've softened the rear suspension up as much as I could, but this
>monster really wants to pull right all the way down. Not to mention
>the fact that the linelock is completely ineffectual due to the amount
>of HP / TQ this baby produces. Mind e-mailing me that setup? ;)

Give the rear some more roll bar, it will help counteract the torque
transfer. Also make sure you line up "in the groove". With high torque cars
it can really throw the car on launch. You're doing the right thing by
loosening the rear springs, but too much can be a problem.

We will definately have independant settings on version II. The physics
already uses them and the new interface (Windows!) should give us enough
room to edit them properly.

You can kind of see your reaction time indirectly by watching the "time" in
the upper right corner of the telemetry window. This displays the time from
when the green (or red) light lit so you can see when you reacted to the
green light. Not quite an actual reaction time but it's useful info. The 30,
60, 330, ect times are marked also and are accurate.

Mplayer is working on it as we speak.

-Brent

mack

bethesda burnout

by mack » Fri, 27 Mar 1998 04:00:00

LOL




> >Obviously not hard enough. The game goes down more times than a 10
> >dollar ***.

> I'll bow to your superior knowledge of 10 dollar ***s.... ;-)

> Cheers!
> John

Marc J. Nelso

bethesda burnout

by Marc J. Nelso » Fri, 27 Mar 1998 04:00:00


> but how it could ever be considered to equal
> punching a 400hp GP car sideways out of the Karousel on a 14 mile lap
> is unfathomable.

In the US, it's called "whatever turns your crank."  ;)

Cheers!

Marc

--
Marc J. Nelson
Sim Racing News - http://www.simnews.com

<remove '_*_' before replying>

John Walla

bethesda burnout

by John Walla » Fri, 27 Mar 1998 04:00:00

On Thu, 26 Mar 1998 10:06:37 -0800, "Marc J. Nelson"



>> but how it could ever be considered to equal
>> punching a 400hp GP car sideways out of the Karousel on a 14 mile lap
>> is unfathomable.

>In the US, it's called "whatever turns your crank."  ;)

Whatever the monniker, it remains unfathomable! :-)

Cheers!
John

Marc J. Nelso

bethesda burnout

by Marc J. Nelso » Fri, 27 Mar 1998 04:00:00


> On Thu, 26 Mar 1998 10:06:37 -0800, "Marc J. Nelson"


> >> but how it could ever be considered to equal
> >> punching a 400hp GP car sideways out of the Karousel on a 14 mile lap
> >> is unfathomable.

> >In the US, it's called "whatever turns your crank."  ;)

> Whatever the monniker, it remains unfathomable! :-)

> Cheers!
> John

Hehee!  =)

--
Marc J. Nelson
Sim Racing News - http://www.simnews.com

<remove '_*_' before replying>

od..

bethesda burnout

by od.. » Tue, 31 Mar 1998 04:00:00




>>Obviously not hard enough. The game goes down more times than a 10
>>dollar ***.

>I'll bow to your superior knowledge of 10 dollar ***s.... ;-)

Thanks:)

---
The Chrome Plated Megaphone of Destiny


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