rec.autos.simulators

NR 2003 Interview Article

Steve Blankenshi

NR 2003 Interview Article

by Steve Blankenshi » Sat, 07 Dec 2002 03:14:35

Here's a thought for mod-friendly online simming.  With NR2002, you already
DL and use locally some parameters from the server, such as track grip,
skins, etc.  Why not do the same with the track geometry and car data?  They
can even use text files ala ISI; open for anyone to tweak to their hearts'
desire, but if you're racing online you use the common carset used by the
server.  Might add a second or two to the log-on, but I don't see any other
big problems.  Seems like that would nuke the most common avenues for
cheating, though intrepid souls will always find a way... ;-)

SB


J.D. Elli

NR 2003 Interview Article

by J.D. Elli » Sat, 07 Dec 2002 03:11:24


> "In fact, the physics model is so accurate now that we can plug in a
> real-life Winston Cup Car setup, and the car will behave just as it would in
> real life. "

> Careful you don't step in the bullshit.

How many times have we heard that from Papy?

-jde

Schoone

NR 2003 Interview Article

by Schoone » Sat, 07 Dec 2002 03:38:28

Ya I think some mod the settings in memory after the load and check.


> Here's a thought for mod-friendly online simming.  With NR2002, you
already
> DL and use locally some parameters from the server, such as track grip,
> skins, etc.  Why not do the same with the track geometry and car data?
They
> can even use text files ala ISI; open for anyone to tweak to their hearts'
> desire, but if you're racing online you use the common carset used by the
> server.  Might add a second or two to the log-on, but I don't see any
other
> big problems.  Seems like that would nuke the most common avenues for
> cheating, though intrepid souls will always find a way... ;-)

> SB



> > > NR2003 could live forever - or at least a very long time!  We could
> create
> > > mods for Australian V8 Supercars, TOCA BTCC, ALMS, CART, etc. all with
> the
> > > Papy physics / graphics and superior multiplayer.  I wonder if there
is
> a
> > > possibility that this will happen...

> > While I completely agree that this would be an awesome prospect, I see
> quite
> > a major problem with that (sorry cup half full today ;))

> > It would be very hard to guarentee that everyone was using the correct
> car,
> > i.e. that they havent fiddled with the physics / power.  I know this can
> be
> > done if you REALLY REALLY want to in GPL / Nascar, but its far less
likely
> > than in an "open" sim.  Perhaps there could be some safety checks?  I
> dunno.
> > I think GPL's closed data files have actually been one of the big
reasons
> > that it has lasted in the online arena for so long.

> > I hope it is open - i dont really care if it ruins ANOTHER nascar title
:P

> > All the best,
> > Ash
> > http://www.siroccoracing.com

Steve Blankenshi

NR 2003 Interview Article

by Steve Blankenshi » Sat, 07 Dec 2002 03:48:09

Well I am sure he's tellin' it like it is.  I mean, just check the quote
about system req's.  "The recommended system is a P3-800, 128 megs of RAM,
and a 32MB D3D or Open GL video card. "  So my old box over in the corner
will rock with this puppy.  COOL!

One more tidbit, though not a happy one for those looking for an early Xmas
toy to play with:

"SM : There will be a demo, but it will be post-release. "

SB
...feeling cynical today. ;-)



> > "In fact, the physics model is so accurate now that we can plug in a
> > real-life Winston Cup Car setup, and the car will behave just as it
would in
> > real life. "

> > Careful you don't step in the bullshit.

> How many times have we heard that from Papy?

> -jde

Nick

NR 2003 Interview Article

by Nick » Sat, 07 Dec 2002 03:49:18

He also said the specs were the same as NR2002, so either he's lying about
the specs, or he's lying about the physics improvements...


> Well I am sure he's tellin' it like it is.  I mean, just check the quote
> about system req's.  "The recommended system is a P3-800, 128 megs of RAM,
> and a 32MB D3D or Open GL video card. "  So my old box over in the corner
> will rock with this puppy.  COOL!

> One more tidbit, though not a happy one for those looking for an early
Xmas
> toy to play with:

> "SM : There will be a demo, but it will be post-release. "

> SB
> ...feeling cynical today. ;-)




> > > "In fact, the physics model is so accurate now that we can plug in a
> > > real-life Winston Cup Car setup, and the car will behave just as it
> would in
> > > real life. "

> > > Careful you don't step in the bullshit.

> > How many times have we heard that from Papy?

> > -jde

Schoone

NR 2003 Interview Article

by Schoone » Sat, 07 Dec 2002 03:57:31

Well I'm sure there are some stretches of the truth in there for sure but
look at it this way, come Feb it will be released and it will no doubt be
the best sim avaiable.


> He also said the specs were the same as NR2002, so either he's lying about
> the specs, or he's lying about the physics improvements...



> > Well I am sure he's tellin' it like it is.  I mean, just check the quote
> > about system req's.  "The recommended system is a P3-800, 128 megs of
RAM,
> > and a 32MB D3D or Open GL video card. "  So my old box over in the
corner
> > will rock with this puppy.  COOL!

> > One more tidbit, though not a happy one for those looking for an early
> Xmas
> > toy to play with:

> > "SM : There will be a demo, but it will be post-release. "

> > SB
> > ...feeling cynical today. ;-)




> > > > "In fact, the physics model is so accurate now that we can plug in a
> > > > real-life Winston Cup Car setup, and the car will behave just as it
> > would in
> > > > real life. "

> > > > Careful you don't step in the bullshit.

> > > How many times have we heard that from Papy?

> > > -jde

Dave Coo

NR 2003 Interview Article

by Dave Coo » Sat, 07 Dec 2002 03:56:11


Well, the guys at SBDT took an open wheel sim and made it into a GT sim.  I
was hoping for more flexibility in the Papy engine than currently exists I
guess...

- Dave

Steve Blankenshi

NR 2003 Interview Article

by Steve Blankenshi » Sat, 07 Dec 2002 04:02:34

Agreed.  Hope Noonan's converter will work with it...

SB


> Well I'm sure there are some stretches of the truth in there for sure but
> look at it this way, come Feb it will be released and it will no doubt be
> the best sim avaiable.



> > He also said the specs were the same as NR2002, so either he's lying
about
> > the specs, or he's lying about the physics improvements...


message

> > > Well I am sure he's tellin' it like it is.  I mean, just check the
quote
> > > about system req's.  "The recommended system is a P3-800, 128 megs of
> RAM,
> > > and a 32MB D3D or Open GL video card. "  So my old box over in the
> corner
> > > will rock with this puppy.  COOL!

> > > One more tidbit, though not a happy one for those looking for an early
> > Xmas
> > > toy to play with:

> > > "SM : There will be a demo, but it will be post-release. "

> > > SB
> > > ...feeling cynical today. ;-)




> > > > > "In fact, the physics model is so accurate now that we can plug in
a
> > > > > real-life Winston Cup Car setup, and the car will behave just as
it
> > > would in
> > > > > real life. "

> > > > > Careful you don't step in the bullshit.

> > > > How many times have we heard that from Papy?

> > > > -jde

J.D. Elli

NR 2003 Interview Article

by J.D. Elli » Sat, 07 Dec 2002 04:31:17


> Agreed.  Hope Noonan's converter will work with it...

Steve:

I've read elsewhere that Dave has the intention of making an NR2k3
"patch" for registered users.

-jde

David G Fishe

NR 2003 Interview Article

by David G Fishe » Sat, 07 Dec 2002 05:31:18

Does that mean that if your back end hits the wall, your front end won't
magically crumple anymore?

David G Fisher




> >http://www.worthplaying.com/article.php?sid=7430&mode=thread&order=0

> ------
> Q : What sort of damage system will there be in NASCAR 2003?

> SM : At this time we are still tweaking our damage model. Visually not
> much will change from NR2002, but we plan on making sure that the
> NR2003 damage model more accurately represents the penalties that
> would result from contact with walls and other cars in the real world.
> -----

> For the love of all things good I hope this is true.

> Jason

Steve Blankenshi

NR 2003 Interview Article

by Steve Blankenshi » Sat, 07 Dec 2002 06:21:46

Lovely - thanks!



> > Agreed.  Hope Noonan's converter will work with it...

> Steve:

> I've read elsewhere that Dave has the intention of making an NR2k3
> "patch" for registered users.

> -jde

Jason Moy

NR 2003 Interview Article

by Jason Moy » Sat, 07 Dec 2002 09:26:35

On Thu, 5 Dec 2002 15:31:18 -0500, "David G Fisher"


>Does that mean that if your back end hits the wall, your front end won't
>magically crumple anymore?

I've never seen that happen, tho I have seen some weird damage
locations, like having the roof cave in when you slide sideways into a
wall on the roadcourses.  On the ovals, I dunno that I've had any
problems of that sort tho.

You know, I've been messing a bit with Thunder 2003 on the xbox, and
somehow it seems that the damage model is better than any PC racing
sim I've played, visually.  Dunno about performance (altho after I
repaired my car at Daytona I was way off pace) but I've seen some cool
effects like banging a fender in, donuts on the sides of the cars,
having big chunks of body work just sort of dangling off the car.
Pretty neat stuff for an arcade racer.

Jason

Damien Smit

NR 2003 Interview Article

by Damien Smit » Sat, 07 Dec 2002 09:53:26

Yeah...Project Gotham Racing probably has the best damage modelling I've
seen in a game.  Unfortunately it has no effect on car performance but I'm
told that it will in the upcoming sequel.

Speaking of Xbox racing games, I checked out Sega GT 2002 recently - very
dissappointing from a sim racers point of view.  The handling is just as
vague and forgiving as Gran Turismo 3.  PGR isn't very realistic either but
at least it's fun and demanding to drive at the limit.

Jason Moy

NR 2003 Interview Article

by Jason Moy » Sat, 07 Dec 2002 13:24:57

On Fri, 6 Dec 2002 10:53:26 +1000, "Damien Smith"


>Speaking of Xbox racing games, I checked out Sega GT 2002 recently - very
>dissappointing from a sim racers point of view.  The handling is just as
>vague and forgiving as Gran Turismo 3.  PGR isn't very realistic either but
>at least it's fun and demanding to drive at the limit.

Really?  I sort of assumed it was just Metropolis Street Racer with
nicer graphics.  Maybe I'll have to check it out, since it's been
discounted recently.

I like Sega GT 2002 quite a bit, but I can't imagine it would be very
much fun with a wheel.  Thunder 2003, on the other hand, is incredibly
frustrating with a gamepad.  I may actually have to find a cheap wheel
for it.

Jason


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