>> This is a limitation in our current track tools (which are abysmal in
>> general) and in our current AI. The limitation amounts to "the pit
>> road has to fall on the same arc as the racing surface" It's being
>> looked at very seriously right now for future products.
>Okay, so you've written two major game releases (Nascar/Indycar times
>2!) and you still have what you call "abysmal" tools? I guess this is
>just one of those things...typical marketing...wait for Nascar 3 they
>tell us. Just one of the reasons Nascar 2 will never see my hard drive.
Too bad, you're missing out on one hell of an experience. Sure NASCAR
2 isn't perfect, but there are definitely more good points than bad.
Would you rather they remain in development until every aspect of the
game is 100% identical to real life? Papyrus would go out of business
before releasing their next title if they followed that road. This
isn't Star Trek: The Next Generation country, where you can walk into
a holodeck and get a super releastic, lifelike simulation of auto
racing. Just like I couldn't go out and buy some compiler and put
together a quality racing sim of this caliber, the Papyrus guys have
to go through some kind of development and learning in regards to
creating the tools they use to build these sim racing worlds.
After Jim described the track tools as 'abysmal', it said to me loud
and clear the we have much further to go then we've come so far. And
after pondering NASCAR 2 in it's current state, I CAN'T WAIT to see
what results at the end of the line.
Kyle Langston
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IBM #72 Ford Thunderbird - Hurricane Racing
http://www.traction.git.net/hurricane/
NASS Series 1997 Winsten Cup Division