rec.autos.simulators

TransAM 68-72 Looks Impressive

Mark Smi

TransAM 68-72 Looks Impressive

by Mark Smi » Tue, 21 Apr 1998 04:00:00

Looks like GPL is going to be obsolete only a few months after its release.
Of course it GPL will always remain popular with the GP crowd, but from a sheer
technological standpoint, the write-up on TransAM in this months NextGen
magazine looks like it will blow away every racing sim released to date.

For those who haven't (or don't) read NextGen, TransAm features a large
collection of muscle cars on a variety of tracks.  The team of designers are a
group of "professional ***s" who have previously done computer recreations of
car wrecks and the TWA crash for courtroom presentations.  This  translates into
ultra-realistic physics and car dynamics.

Cars will have anywhere from 240-400 polygons and each vertex of the polygon has
a CRUSH factor assigned to it based on its location on the car (i.e. front of
car can sustain more damage than a door panel)  This will accurately translate
into a real-time damage model so if you hit a pole the car will bend to wrap
around that object (rather than a pre-rendered smashed frontend).  Each CRUSH
point can then be "pounded out" by the boys in the pit during pitstops depending
on how long you want to stay parked.

AI is being accurately reproduced for each of the drivers so if you see Pernelli
in your rear-vew then you'd better get ready to get smacked since he is famed
for his "bumping is racing" style.

Smoke comes off the brake pads and tires as well as 3 colors of smoke from under
the hood (blue/white/black depending on what is wrong oil/radiator/fire)  

The designers are using GPS data to recreate many of the popular circuits from
that era - some of which don't even exist anymore.  And the are even accurately
reproducing each dashboard for each of the cars you can drive.

Check out the big preview in the NextGen magazine with Prince of Persia 3D on
the cover.

Michael Tra

TransAM 68-72 Looks Impressive

by Michael Tra » Tue, 21 Apr 1998 04:00:00

Sounds awesome.

I get the feeling I may need 3d.  ;-)

Michael Tracy
++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Michael Tracy

Mathew Star

TransAM 68-72 Looks Impressive

by Mathew Star » Tue, 21 Apr 1998 04:00:00

Is there a web site somewhere that has screne captures from this game.  I would
like to be able to see what this game looks like at some point and find more
information about it.  Like when will it be released, system requirements, etc.

thanks
matt


> Very good point, about CPR

> >Settle down........don't wet yourself with e***ment just yet! :-)

> >I recall a similar pre-release load of hype for a simulation that was going
> >to blow all else away.
> >I think it was called "Cart Precision Racing".

> >Take this stuff with a grain of salt until such time as the product is
> >released and you have had a chance to try it out or see it in operation.
> >Don't even place a terribly large amount of importance on magazine
> >reviews........they seem to have lost touch with reality over the past year.

> >The lovely graphical details that you outlined are of absolutely no use at
> >all if the dynamics gameplay and AI are not equal to the task.

> >Regards,

> >Bruce.


> >>Looks like GPL is going to be obsolete only a few months after its release.
> >>Of course it GPL will always remain popular with the GP crowd, but from a
> >sheer
> >>technological standpoint, the write-up on TransAM in this months NextGen
> >>magazine looks like it will blow away every racing sim released to date.

> >>For those who haven't (or don't) read NextGen, TransAm features a large
> >>collection of muscle cars on a variety of tracks.  The team of designers
> >are a
> >>group of "professional ***s" who have previously done computer
> >recreations of
> >>car wrecks and the TWA crash for courtroom presentations.  This  translates
> >into
> >>ultra-realistic physics and car dynamics.

> >>Cars will have anywhere from 240-400 polygons and each vertex of the
> >polygon has
> >>a CRUSH factor assigned to it based on its location on the car (i.e. front
> >of
> >>car can sustain more damage than a door panel)  This will accurately
> >translate
> >>into a real-time damage model so if you hit a pole the car will bend to
> >wrap
> >>around that object (rather than a pre-rendered smashed frontend).  Each
> >CRUSH
> >>point can then be "pounded out" by the boys in the pit during pitstops
> >depending
> >>on how long you want to stay parked.

> >>AI is being accurately reproduced for each of the drivers so if you see
> >Pernelli
> >>in your rear-vew then you'd better get ready to get smacked since he is
> >famed
> >>for his "bumping is racing" style.

> >>Smoke comes off the brake pads and tires as well as 3 colors of smoke from
> >under
> >>the hood (blue/white/black depending on what is wrong oil/radiator/fire)

> >>The designers are using GPS data to recreate many of the popular circuits
> >from
> >>that era - some of which don't even exist anymore.  And the are even
> >accurately
> >>reproducing each dashboard for each of the cars you can drive.

> >>Check out the big preview in the NextGen magazine with Prince of Persia 3D
> >on
> >>the cover.

> ></PRE></HTML>

John

TransAM 68-72 Looks Impressive

by John » Tue, 21 Apr 1998 04:00:00

accurately

If a circuit doesn't exist anymore how will they use GPS data? Will they use
1970's GPS? :-)

Thanks
John

Bruce Kennewel

TransAM 68-72 Looks Impressive

by Bruce Kennewel » Wed, 22 Apr 1998 04:00:00

Settle down........don't wet yourself with e***ment just yet! :-)

I recall a similar pre-release load of hype for a simulation that was going
to blow all else away.
I think it was called "Cart Precision Racing".

Take this stuff with a grain of salt until such time as the product is
released and you have had a chance to try it out or see it in operation.
Don't even place a terribly large amount of importance on magazine
reviews........they seem to have lost touch with reality over the past year.

The lovely graphical details that you outlined are of absolutely no use at
all if the dynamics gameplay and AI are not equal to the task.

Regards,

Bruce.


>Looks like GPL is going to be obsolete only a few months after its release.
>Of course it GPL will always remain popular with the GP crowd, but from a
sheer
>technological standpoint, the write-up on TransAM in this months NextGen
>magazine looks like it will blow away every racing sim released to date.

>For those who haven't (or don't) read NextGen, TransAm features a large
>collection of muscle cars on a variety of tracks.  The team of designers
are a
>group of "professional ***s" who have previously done computer
recreations of
>car wrecks and the TWA crash for courtroom presentations.  This  translates
into
>ultra-realistic physics and car dynamics.

>Cars will have anywhere from 240-400 polygons and each vertex of the
polygon has
>a CRUSH factor assigned to it based on its location on the car (i.e. front
of
>car can sustain more damage than a door panel)  This will accurately
translate
>into a real-time damage model so if you hit a pole the car will bend to
wrap
>around that object (rather than a pre-rendered smashed frontend).  Each
CRUSH
>point can then be "pounded out" by the boys in the pit during pitstops
depending
>on how long you want to stay parked.

>AI is being accurately reproduced for each of the drivers so if you see
Pernelli
>in your rear-vew then you'd better get ready to get smacked since he is
famed
>for his "bumping is racing" style.

>Smoke comes off the brake pads and tires as well as 3 colors of smoke from
under
>the hood (blue/white/black depending on what is wrong oil/radiator/fire)

>The designers are using GPS data to recreate many of the popular circuits
from
>that era - some of which don't even exist anymore.  And the are even
accurately
>reproducing each dashboard for each of the cars you can drive.

>Check out the big preview in the NextGen magazine with Prince of Persia 3D
on
>the cover.

PHendrix

TransAM 68-72 Looks Impressive

by PHendrix » Wed, 22 Apr 1998 04:00:00

Very good point, about CPR

>Settle down........don't wet yourself with e***ment just yet! :-)

>I recall a similar pre-release load of hype for a simulation that was going
>to blow all else away.
>I think it was called "Cart Precision Racing".

>Take this stuff with a grain of salt until such time as the product is
>released and you have had a chance to try it out or see it in operation.
>Don't even place a terribly large amount of importance on magazine
>reviews........they seem to have lost touch with reality over the past year.

>The lovely graphical details that you outlined are of absolutely no use at
>all if the dynamics gameplay and AI are not equal to the task.

>Regards,

>Bruce.


>>Looks like GPL is going to be obsolete only a few months after its release.
>>Of course it GPL will always remain popular with the GP crowd, but from a
>sheer
>>technological standpoint, the write-up on TransAM in this months NextGen
>>magazine looks like it will blow away every racing sim released to date.

>>For those who haven't (or don't) read NextGen, TransAm features a large
>>collection of muscle cars on a variety of tracks.  The team of designers
>are a
>>group of "professional ***s" who have previously done computer
>recreations of
>>car wrecks and the TWA crash for courtroom presentations.  This  translates
>into
>>ultra-realistic physics and car dynamics.

>>Cars will have anywhere from 240-400 polygons and each vertex of the
>polygon has
>>a CRUSH factor assigned to it based on its location on the car (i.e. front
>of
>>car can sustain more damage than a door panel)  This will accurately
>translate
>>into a real-time damage model so if you hit a pole the car will bend to
>wrap
>>around that object (rather than a pre-rendered smashed frontend).  Each
>CRUSH
>>point can then be "pounded out" by the boys in the pit during pitstops
>depending
>>on how long you want to stay parked.

>>AI is being accurately reproduced for each of the drivers so if you see
>Pernelli
>>in your rear-vew then you'd better get ready to get smacked since he is
>famed
>>for his "bumping is racing" style.

>>Smoke comes off the brake pads and tires as well as 3 colors of smoke from
>under
>>the hood (blue/white/black depending on what is wrong oil/radiator/fire)

>>The designers are using GPS data to recreate many of the popular circuits
>from
>>that era - some of which don't even exist anymore.  And the are even
>accurately
>>reproducing each dashboard for each of the cars you can drive.

>>Check out the big preview in the NextGen magazine with Prince of Persia 3D
>on
>>the cover.

></PRE></HTML>

Steve Fergus

TransAM 68-72 Looks Impressive

by Steve Fergus » Wed, 22 Apr 1998 04:00:00

Well, I can take a software package called ADAMS and recreate
a car wreck on my SGI Octane, but I still wouldn't have a clue
how to make a racing sim on the PC that works as well as,
say, GP2 or ICR2 even.  Like the others say, take the preview
with a vewry large grain of salt.

: Looks like GPL is going to be obsolete only a few months after its release.
: Of course it GPL will always remain popular with the GP crowd, but from a sheer
: technological standpoint, the write-up on TransAM in this months NextGen
: magazine looks like it will blow away every racing sim released to date.
:
: For those who haven't (or don't) read NextGen, TransAm features a large
: collection of muscle cars on a variety of tracks.  The team of designers are a
: group of "professional ***s" who have previously done computer recreations of
: car wrecks and the TWA crash for courtroom presentations.  This  translates into
: ultra-realistic physics and car dynamics.
:
: Cars will have anywhere from 240-400 polygons and each vertex of the polygon has
: a CRUSH factor assigned to it based on its location on the car (i.e. front of
: car can sustain more damage than a door panel)  This will accurately translate
: into a real-time damage model so if you hit a pole the car will bend to wrap
: around that object (rather than a pre-rendered smashed frontend).  Each CRUSH
: point can then be "pounded out" by the boys in the pit during pitstops depending
: on how long you want to stay parked.
:
: AI is being accurately reproduced for each of the drivers so if you see Pernelli
: in your rear-vew then you'd better get ready to get smacked since he is famed
: for his "bumping is racing" style.
:
: Smoke comes off the brake pads and tires as well as 3 colors of smoke from under
: the hood (blue/white/black depending on what is wrong oil/radiator/fire)  
:
: The designers are using GPS data to recreate many of the popular circuits from
: that era - some of which don't even exist anymore.  And the are even accurately
: reproducing each dashboard for each of the cars you can drive.
:
: Check out the big preview in the NextGen magazine with Prince of Persia 3D on
: the cover.

Mark Smi

TransAM 68-72 Looks Impressive

by Mark Smi » Wed, 22 Apr 1998 04:00:00


>Is there a web site somewhere that has screne captures from this game.  I would
>like to be able to see what this game looks like at some point and find more
>information about it.  Like when will it be released, system requirements, etc.

>thanks
>matt

The company that is doing the game has their site at:

www.eai.com

very impressive stuff on their site but nothing about TA Racing yet...

Mark Smi

TransAM 68-72 Looks Impressive

by Mark Smi » Wed, 22 Apr 1998 04:00:00


>Is there a web site somewhere that has screne captures from this game.  I would
>like to be able to see what this game looks like at some point and find more
>information about it.  Like when will it be released, system requirements, etc.

>thanks
>matt

Here is another link:

http://www.eai.com/info-center/press_releases/1998/gt_rel.html

Mark Smi

TransAM 68-72 Looks Impressive

by Mark Smi » Wed, 22 Apr 1998 04:00:00



The interesting thing about the article is that they hardly mention the
graphics.   What the do STRESS is incredible physics and AI for the drivers.
The quote was "We want you to feel that you are racing against the DRIVER and
not their car."  That pretty much says it all.  From the looks of this EAI
company - I don't think they are going to do anything just "halfway"....

Bruce Kennewel

TransAM 68-72 Looks Impressive

by Bruce Kennewel » Wed, 22 Apr 1998 04:00:00

"Polygons that crush"?
Surely that's referring to the graphics, Mark?

And the "incredible physics".......perhaps their marketing people snipped
this one from Microsofts' pre-release hype about CPR?

And I believe that Microsoft weren't going to do anything "halfway"
either......!!

Look mate....all I'm suggesting is that you don't count your chickens until
they're hatched, otherwise you could be in for a big disappointment.
--
Regards,

Bruce.



Mark Smi

TransAM 68-72 Looks Impressive

by Mark Smi » Thu, 23 Apr 1998 04:00:00


Not to belabor the point but "polygons that crush" was referring to the PHYSICS
model - at least in the context of the original article.

The only mention of graphics was that it would be D3D/Voodoo and run at a firm
30fps.  Other than that, the preview stressed the AI, physics model and detail
of the SIMULATION.

Everybody already knows how great GPL is and it's still in pre-beta.  This
article actually says they are shooting to surpass GPL.  A bold statement.  I
look forward to a playable/driveable track demo or even an AVI at this point.

Michael E. Carve

TransAM 68-72 Looks Impressive

by Michael E. Carve » Thu, 23 Apr 1998 04:00:00



% >"Polygons that crush"?
% >Surely that's referring to the graphics, Mark?
% >
% >And the "incredible physics".......perhaps their marketing people snipped
% >this one from Microsofts' pre-release hype about CPR?
% >
% >And I believe that Microsoft weren't going to do anything "halfway"
% >either......!!
% >
% >Look mate....all I'm suggesting is that you don't count your chickens until
% >they're hatched, otherwise you could be in for a big disappointment.
% >
% Not to belabor the point but "polygons that crush" was referring to the PHYSICS
% model - at least in the context of the original article.

Yes, this is a physics model.  I like to race, and one of the last
things I want to do is "crush" my car.  So, when I look at a racing
simulation program, the first physics I am interested in hearing about
is the car's handling physics and how well the tracks are modeled.
"Crushable" car physics is just eye-candy in my book.

% The only mention of graphics was that it would be D3D/Voodoo and run at a firm
% 30fps.  Other than that, the preview stressed the AI, physics model and detail
% of the SIMULATION.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Edwin Solhei

TransAM 68-72 Looks Impressive

by Edwin Solhei » Thu, 23 Apr 1998 04:00:00


>Yes, this is a physics model.  I like to race, and one of the last
>things I want to do is "crush" my car.  So, when I look at a racing
>simulation program, the first physics I am interested in hearing about
>is the car's handling physics and how well the tracks are modeled.
>"Crushable" car physics is just eye-candy in my book.

Ditto!

--
Best,
Edwin Solheim
ed_ on NROS

The Paddock - a legendary site..: http://home.c2i.net/thepaddock
Cheek Junior Team: http://home.sol.no/~solhmrek

Ronald Stoeh

TransAM 68-72 Looks Impressive

by Ronald Stoeh » Fri, 24 Apr 1998 04:00:00




> % >"Polygons that crush"?
> % >Surely that's referring to the graphics, Mark?
> % >
> % >And the "incredible physics".......perhaps their marketing people snipped
> % >this one from Microsofts' pre-release hype about CPR?
snip
> Yes, this is a physics model.  I like to race, and one of the last
> things I want to do is "crush" my car.  So, when I look at a racing
> simulation program, the first physics I am interested in hearing about
> is the car's handling physics and how well the tracks are modeled.
> "Crushable" car physics is just eye-candy in my book.

Mentioning crash physics only reminds me of the preview for
Destructin Derby 2... ;^)

l8er
ronny

--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!


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