rec.autos.simulators

Heat Patch #2 is out a BHMotorsports

Don Chapma

Heat Patch #2 is out a BHMotorsports

by Don Chapma » Fri, 16 Mar 2001 13:38:12

   ============================================================
 An Extremely Brief Summary of Changes in the 1.3 Patch
        9 March 2001
     ============================================================

--------------
STABILITY
--------------
 - DirectX: fixed reference count bug when terminating mip traversal early.
 - DirectX: disabled creation of vertex buffers for project point... fixes
bluescreen in Win2K.
 - Loading: Handle partial file reads (yes, this was lame)
 - Loading: retry failed reads

--------------
GAME
--------------
 - Shorter rolling start
 - emit results.txt in all modes
 - use config_dir/driver_name.tga as in-game driver picture, if present

--------------
AI
--------------
 - Pitting traffic-management overhaul
 - Yellow-flags overhaul
 - Cars leaving pits at California don't hose traffic
 - Pacecar gets off track if final lap
 - Better pack shakeup
 - Cars start rolling start at more appropriate position

--------------
MULTI
--------------
 - Pole sitter disconnect?  Start race anyway.
 - Ask for password when using -server: cmdline to connect to
password-protected servers
 - Don't send empty chats
 - Fixed incredibly dumb packet recycling bug
 - Less sensitive to crazy data
 - Perma-kick: kicked users cannot reconnect for N minutes, optionally
 - dedicated server: "chat" command for console communication
 - latecomers no longer get incredibly good qualify times
 - "impatient server": server auto-approves everyone after N seconds,
optionally
 - Rudimentary cheating detection
 - Rolling starts cosmetically different; side effect of yellow overhaul
 - use config_dir/driver_name.tex as car texture for remote human cars, if
present
 - No black flags when passing on rolling start

Dave Henri

Heat Patch #2 is out a BHMotorsports

by Dave Henri » Fri, 16 Mar 2001 14:45:50

  Its not an official release as far as I can tell, but a quick test at
Rockingham
confirms they have improved the AI's behaivior under yellow.  The cars
really seemed
to have trouble getting into the proper placing...but once aligned, the cars
didn't spend the
rest of the yellow flag running into you.  Lapped cars dropped down where
they were supposed to.  A couple of Papyrus hold-overs....just before the
start the AI almost stops..
shades of N99!!! and the cars stayed out during a yellow and pitted as soon
as the track went green and their pit window opened...Being in the first pit
box...the one closest to Pit-In, used to be a death blow..any car pitting
even close to you would plow into your
car as the tires were changed....this did not happen in 3 pitstops...
  BUT!!  If you wish to run a season now against the AI...it appears with
just limited testing so far...and remembering that this 'may' not be the
official release...You can now run a season and expect your car to survive
past the first yellow.
  Now this means that as soon as the patch is officialized(new word I just
made up)
the Nascar Truck Heat patch will appear and the CART Heat patch as
well...Amen
brother..

  My fingers are crossed...
dave henrie
Marc Collin

Heat Patch #2 is out a BHMotorsports

by Marc Collin » Fri, 16 Mar 2001 14:35:42

Looking forward to reports from this patch.  It's too late in the evening
for me to test it now!!

Marc.


John Bod

Heat Patch #2 is out a BHMotorsports

by John Bod » Fri, 16 Mar 2001 15:26:01



<SNIP>

Don't forget about the IRL Heat patch:

http://www.simracing.org/ubb/Forum3/HTML/000179.html

There are a lot more IRL tracks in NASCAR Heat than there are CART
tracks, you know!

;-)

-- JB

Me, Myself and Ra

Heat Patch #2 is out a BHMotorsports

by Me, Myself and Ra » Fri, 16 Mar 2001 22:18:04

Danny Hasbro says its not the official patch. I tried it though. I ran a few
laps and the AI seemed a little better. Funny how this game does not seem
all that great after driving N4.


GTX_SlotCa

Heat Patch #2 is out a BHMotorsports

by GTX_SlotCa » Sat, 17 Mar 2001 06:07:26

You can use auto-pit and the computer also takes over your yellow flag
lineup, giving you the option of pressing the space bar if you want to pit.
This gives you time to run to the kitchen for a beer and slim-jims (or milk
and cookies) before the race starts again ;)

--
Slot

Tweaks & Reviews
www.slottweak.com


> Looking forward to reports from this patch.  It's too late in the evening
> for me to test it now!!

> Marc.



> >    ============================================================
> >  An Extremely Brief Summary of Changes in the 1.3 Patch
> >         9 March 2001
> >      ============================================================

> > --------------
> > STABILITY
> > --------------
> >  - DirectX: fixed reference count bug when terminating mip traversal
> early.
> >  - DirectX: disabled creation of vertex buffers for project point...
fixes
> > bluescreen in Win2K.
> >  - Loading: Handle partial file reads (yes, this was lame)
> >  - Loading: retry failed reads

> > --------------
> > GAME
> > --------------
> >  - Shorter rolling start
> >  - emit results.txt in all modes
> >  - use config_dir/driver_name.tga as in-game driver picture, if present

> > --------------
> > AI
> > --------------
> >  - Pitting traffic-management overhaul
> >  - Yellow-flags overhaul
> >  - Cars leaving pits at California don't hose traffic
> >  - Pacecar gets off track if final lap
> >  - Better pack shakeup
> >  - Cars start rolling start at more appropriate position

> > --------------
> > MULTI
> > --------------
> >  - Pole sitter disconnect?  Start race anyway.
> >  - Ask for password when using -server: cmdline to connect to
> > password-protected servers
> >  - Don't send empty chats
> >  - Fixed incredibly dumb packet recycling bug
> >  - Less sensitive to crazy data
> >  - Perma-kick: kicked users cannot reconnect for N minutes, optionally
> >  - dedicated server: "chat" command for console communication
> >  - latecomers no longer get incredibly good qualify times
> >  - "impatient server": server auto-approves everyone after N seconds,
> > optionally
> >  - Rudimentary cheating detection
> >  - Rolling starts cosmetically different; side effect of yellow overhaul
> >  - use config_dir/driver_name.tex as car texture for remote human cars,
if
> > present
> >  - No black flags when passing on rolling start

Me, Myself and Ra

Heat Patch #2 is out a BHMotorsports

by Me, Myself and Ra » Sat, 17 Mar 2001 09:41:04

Stop, you're making me hungry. Too bad you can't press the space bar and get
a beer and slim jims delivered! Maybe in the next release.


> You can use auto-pit and the computer also takes over your yellow flag
> lineup, giving you the option of pressing the space bar if you want to
pit.
> This gives you time to run to the kitchen for a beer and slim-jims (or
milk
> and cookies) before the race starts again ;)

> --
> Slot

> Tweaks & Reviews
> www.slottweak.com



> > Looking forward to reports from this patch.  It's too late in the
evening
> > for me to test it now!!

> > Marc.



> > >    ============================================================
> > >  An Extremely Brief Summary of Changes in the 1.3 Patch
> > >         9 March 2001
> > >      ============================================================

> > > --------------
> > > STABILITY
> > > --------------
> > >  - DirectX: fixed reference count bug when terminating mip traversal
> > early.
> > >  - DirectX: disabled creation of vertex buffers for project point...
> fixes
> > > bluescreen in Win2K.
> > >  - Loading: Handle partial file reads (yes, this was lame)
> > >  - Loading: retry failed reads

> > > --------------
> > > GAME
> > > --------------
> > >  - Shorter rolling start
> > >  - emit results.txt in all modes
> > >  - use config_dir/driver_name.tga as in-game driver picture, if
present

> > > --------------
> > > AI
> > > --------------
> > >  - Pitting traffic-management overhaul
> > >  - Yellow-flags overhaul
> > >  - Cars leaving pits at California don't hose traffic
> > >  - Pacecar gets off track if final lap
> > >  - Better pack shakeup
> > >  - Cars start rolling start at more appropriate position

> > > --------------
> > > MULTI
> > > --------------
> > >  - Pole sitter disconnect?  Start race anyway.
> > >  - Ask for password when using -server: cmdline to connect to
> > > password-protected servers
> > >  - Don't send empty chats
> > >  - Fixed incredibly dumb packet recycling bug
> > >  - Less sensitive to crazy data
> > >  - Perma-kick: kicked users cannot reconnect for N minutes, optionally
> > >  - dedicated server: "chat" command for console communication
> > >  - latecomers no longer get incredibly good qualify times
> > >  - "impatient server": server auto-approves everyone after N seconds,
> > > optionally
> > >  - Rudimentary cheating detection
> > >  - Rolling starts cosmetically different; side effect of yellow
overhaul
> > >  - use config_dir/driver_name.tex as car texture for remote human
cars,
> if
> > > present
> > >  - No black flags when passing on rolling start

Mike Donnelly J

Heat Patch #2 is out a BHMotorsports

by Mike Donnelly J » Sat, 17 Mar 2001 12:27:07

I bet there's a couple of NASCAR drivers that wish they (lapped traffic) could do
that in real life!



> >  Its not an official release as far as I can tell, but a quick test at
> >Rockingham
> >confirms they have improved the AI's behaivior under yellow.  The cars
> >really seemed
> >to have trouble getting into the proper placing...but once aligned, the cars
> >didn't spend the
> >rest of the yellow flag running into you.  Lapped cars dropped down where
> >they were supposed to.  A couple of Papyrus hold-overs....just before the
> >start the AI almost stops..

> You mean lapped cars actually get out of your way in NH?  Wow, that's
> something I'd love to see in N4.

Thomas Heinema

Heat Patch #2 is out a BHMotorsports

by Thomas Heinema » Wed, 28 Mar 2001 08:10:15

Hey JB,

Dont put down the CART Heat effort now! <G>
IRL Heat will be a blast Im sure though ;)

ThomasH


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