rec.autos.simulators

NASCAR2: More ideas

Chris Bitn

NASCAR2: More ideas

by Chris Bitn » Thu, 18 Jul 1996 04:00:00

Ideas for Nascar 2:

In certain crashes, when the cars spin out right, have them flip
over...and stuff.

Btw; when the player car crashes, try to keep from the entire track being
cut off, it's silly for all those cars to just STOP like they di...they
need to be able to get aroudn :)
and maybe the game to play faster.. it feels slow, to go around, cause
when one crashes, there is alot of time to see where your going an
correct.

something more fast, with qucik second decsions would be kewl

how about 50+ cars in the field...with the first 40-32 whatever qualifying
each racea dn the rest sitting out??? this allows more cars to be
availbale.

ALso: can there be more random qualifying for the CPU cars? it seems the
likes of Rusty and so forth always seem to be in the front or close to
it..why not Ken Scrader or others getting to the front sometimes?

And a function to allow either manual and automatic pit stop abilities.

In Nascar, you have to manually slopw the car and find the stall and then
hit the number 5 key on the number pad ONLY when the car is in the perfect
spot to pit.

How about the choice to have the car AUTO it for you? if you want?
when you come off turn four and pull down into the pits..the cpu takes
control of the car and pits in perfectly, and preforms the repairs...whjen
the clock turns green ..you return to the control.

this is good, especially for those who never did learn how to pit, since I
can't find that little tidbit in the damned instruction manual, and had to
stumble upon it one day :)

How about more car sets in the new version?
95 car sets, 96? 97 even?
Iroc and maybe 85 versions of nascar? :)
Modifiesds and late model type cars for the smaller tracks?

also, it seems the cpu cars pit so far apart, that wven with a good to
great setup, I can't seem tp puit with the leaders.... do they EVEN pit at
alL???????

I'd like to see a bunch of leaders all pit aropund the same 3 or 4 laps..

Also, double file restarts for lapped cars is kewl. roof flaps that are
imployed would be great.  in car cameras? yup...
More aggressive competitors... like the last 5-6 laps, when racing with
the leaders, have them get as desperate as you :)

Oh, and have Night races as part of the series...even if it's a single
race and not just the championship season...especailly at C***te, if
the light setup can be "duplicated"

Less yellow flag laps for cautions...tkaes FOREVER TO get back to
racing...and as stated bt someone else...a choice between complete and
limited yellows....

Complete yellow: any crash counts
Limited yellow: Spins do not, only two or more cars involved count.

I'd like a in gave tutor for the garage...that tells you hints on how to
set up the car before each race.

Like: at Michigan in the garage before the race, once the weather has been
determined...a crew chief can be accessed that will tell you his
recommendations for setup based on actual nascar events at that track by
other drivers in real races over the years.  then you go in and set it up
accordingly and hope that setup works during YOUR race.  somestimes it
will, sometimes it wont.

Also, after each race, a technical spec of your race,w ith what your setup
accomplished and what you should have done. this way, non technical racers
who want to just have fun, can learn setups too :)

aNYWAY,. just for fun some ideas....

and MORE decals, more choice of size on fonts for numbers...:)
thanks

G. Warren Ab

NASCAR2: More ideas

by G. Warren Ab » Thu, 18 Jul 1996 04:00:00


said...

Eye candy.

I agree.  This needs fixing, especially when the crash occurs in front of me
and there's about twenty cars between me and the crash site -- it results in
another chain reaction collision caused by me.

It seems like flat spins have been done real well by Papyrus.  The only time
quick spins happen is when the car flips over (as you suggested above).

Try "IndyCar Racing II".  :-)

Papyrus suggested that they'll try to implement this, along with other things
to make qualifying more real-life-ish.

You can alter the DRAG settings in DRIVERS2.TXT to have the cars qualify how
you want them to.

I've seen many complaints about how pitting is troublesome -- I just don't see
it.  In NASCAR, all you need to do is once you drop off the apron, get left on
pit lane, slow down to 55, then brake gradually until you're just about to pass
the gas man on the left and mash the brakes.  That should put your car after
the gas man and before the PIT sign-holder.  Then your car gets serviced.

Just like finding racing lines and working on setups, pitting requires
practice.  If we use your idea, we might as well give the actual racing an
automatic option too.

Look around the WWW; you'll find those car sets for the original NASCAR.

Edit the SPDWY settings in the <track>.TXT files.  The second and third number
in that line are the minimum and maximum lap intervals between pitstops.  
During caution periods, if the cars have driven >50% of their pitstop interval,
they'll pit.

Not only cool, but necessary.

Eye candy.

We have that already.  Check the REPLAY section.

Jack up the aggresiveness ratings in DRIVERS2.TXT.  In my car set, Jimmy
Spencer has 900-999 aggresiveness, and he's a handful, thanks.

Yeah, it would be better if Papyrus implemented this as a Single Race option
instead of us having to find a hack for it.

If you've watched NASCAR races, you'd find that NASCAR yellows are anything but
short.  Papyrus has it modeled correctly.

In real-life NASCAR, spins aren't called for yellows unless the spun car stops
in the racing line or if it caused debris.

What I'd like to see are those phantom yellows, like in real-life NASCAR and
IRL, where there's "debris on the track," when no camera can see it.  
Especially frustrating when you've got a big lead, or encouraging if you're
lagging behind.

Or a "crew chief/chief mechanic" guy, where you input, "My car is loose in
turns 1 and 3," and the computer will automatically make changes to the setup
that should alleviate the problem.

Don't forget double-file restarts...please Papy?

--
+------------------+--------------------------------------------+
|  G. Warren Abao  | Official BBL Jacksonville Jaguars Website: |

+------------------++------------------------+------------------+
| SPOOOOOOOOOOON!!! |  BBL Jacksonville 1-0  | IFL Chicago 11-6 |
+-------------------+------------------------+------------------+

Keith Speron

NASCAR2: More ideas

by Keith Speron » Thu, 18 Jul 1996 04:00:00


> This one has already been addressed.  There will be NO 3D  crashes.  NO
> flips.  Apparently part of the licensing agreement with NASCAR prohibits
> this development.  Besides, I am looking or a racing simulator, not a
> wrecking simulator.  I want more effort and CPU use going to simulating
> racing, not goo-gah eye-candy.  But that's just my personal taste and
> wants.

Then why does Sega's Daytona USA game have flips?

Keith Speroni
http://www.geocities.com/motorcity/2172

Michael E. Carv

NASCAR2: More ideas

by Michael E. Carv » Thu, 18 Jul 1996 04:00:00

: Ideas for Nascar 2:

: In certain crashes, when the cars spin out right, have them flip
: over...and stuff.

This one has already been addressed.  There will be NO 3D  crashes.  NO
flips.  Apparently part of the licensing agreement with NASCAR prohibits
this development.  Besides, I am looking or a racing simulator, not a
wrecking simulator.  I want more effort and CPU use going to simulating
racing, not goo-gah eye-candy.  But that's just my personal taste and
wants.

[snip]

: how about 50+ cars in the field...with the first 40-32 whatever qualifying
: each racea dn the rest sitting out??? this allows more cars to be
: availbale.

Something along these lines will be available.  You may even need to use
a provisional to get in if you can't beat the field in qualifying.

[snip snip snip]

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

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

Michael E. Carv

NASCAR2: More ideas

by Michael E. Carv » Fri, 19 Jul 1996 04:00:00

: Then why does Sega's Daytona USA game have flips?

I don't know, I give up.... Could it be because it's a GAME?  

Anyway, I was just passing on information...

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

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

Ville Ko

NASCAR2: More ideas

by Ville Ko » Fri, 19 Jul 1996 04:00:00



>> This one has already been addressed.  There will be NO 3D  crashes.  NO
>> flips.  Apparently part of the licensing agreement with NASCAR prohibits
>> this development.  Besides, I am looking or a racing simulator, not a
>> wrecking simulator.  I want more effort and CPU use going to simulating
>> racing, not goo-gah eye-candy.  But that's just my personal taste and
>> wants.

>Then why does Sega's Daytona USA game have flips?

hmmm...looks like its the game engine...indycar 2 uses a tweaker
nascar game engine and in indycar 2 the cars cant get airborne...so I
think papyrys game engine wont allow it...either in nascar or
indycar2.

...but I may be wrong...please replay if U know better...

~~~~~~~~~~~~~~~~~~~~~~~Ville Kopu~~~~~~~~~~~~~~~~~~~~~~~~~~~

ViK at IRC, #f1 & #gp2        http://koti.kolumbus.fi/~vkopu
~~~~~~~~~~~~~~~~~~Second is first of loserS~~~~~~~~~~~~~~~~~

Tony Joh

NASCAR2: More ideas

by Tony Joh » Fri, 19 Jul 1996 04:00:00

On Wed, 17 Jul 1996 17:06:31 +0000, Keith Speroni

Because a) it's a game (you don't see the cars DAMAGED by the flips,
do ya?) and b) it is a console video game, and consequently has
roughly a ZILLION times the horsepower to do 3D physics.  Although,
the physics model in the Sega flips is so cheezy it's barely worth the
extra processing power.
--
Tony Johns (Hawaii: IWCCCARS)
IWCCCARS Project Coordinator
http://www.xmission.com/~iwcc/project.htm
http://alt.xmission.com/~iwcc/project.htm
http://www.iwcccars.git.net/

P. Campbe

NASCAR2: More ideas

by P. Campbe » Sat, 20 Jul 1996 04:00:00


>On Wed, 17 Jul 1996 17:06:31 +0000, Keith Speroni

>>Then why does Sega's Daytona USA game have flips?

>Because a) it's a game (you don't see the cars DAMAGED by the flips,
>do ya?) and b) it is a console video game, and consequently has
>roughly a ZILLION times the horsepower to do 3D physics.  Although,
>the physics model in the Sega flips is so cheezy it's barely worth the
>extra processing power.

..and it's certainly not worth the effort to put flips in NASCAR 2 when there
is so much more to be improved to make the sim more realistic, like:

Two lap qualifying at short tracks
        ******note, the above is currently my biggest pet peeve***
Fixing the Talladega tri-oval (being done)
Fixing the AI at all tracks to be more realistic
Having variable pit areas
Double file restarts
Green flag trigger AFTER the last turn at Sears Point
Pole sitter starts to the right of 2nd place starter at the Glen
        ***Note, this assures the pole sitter of starting to
        the inside of the first turn****
More flags, like:
        Rolled up yellow signaling one lap till green
        Move over flag
        Crossed flags for halfway point
        Red and Black flags signal end of practice

Pat

-----------------------------------------------------------------------------
Pat Campbell            The Chevy Monte Carlo           6,94,88,16,4,25
Lexington, AL            NASCAR's Wide Load               War Eagle!!!

           Home Page: http://fly.hiwaay.net/~pscampbe/pscindex.html
        NASCAR Stats: http://fly.hiwaay.net/~pscampbe/nascstat.html
-----------------------------------------------------------------------------

G. Warren Ab

NASCAR2: More ideas

by G. Warren Ab » Sat, 20 Jul 1996 04:00:00




>> This one has already been addressed.  There will be NO 3D  crashes.  NO
>> flips.  Apparently part of the licensing agreement with NASCAR prohibits
>> this development.  Besides, I am looking or a racing simulator, not a
>> wrecking simulator.  I want more effort and CPU use going to simulating
>> racing, not goo-gah eye-candy.  But that's just my personal taste and
>> wants.

>Then why does Sega's Daytona USA game have flips?

Sega's "Daytona USA" = Racing Sim?  Hahahahaha...

Let Papyrus fix the double-file restarts, AI behavior, Talladega tri-oval, grip
levels in middle and outer grooves of the banked turns, and yellow-flag
sensitivity first.  Then MAYBE they can worry about flips...

--
+------------------+--------------------------------------------+
|  G. Warren Abao  | Official BBL Jacksonville Jaguars Website: |

+------------------++------------------------+------------------+
| SPOOOOOOOOOOON!!! |  BBL Jacksonville 1-0  | IFL Chicago 11-6 |
+-------------------+------------------------+------------------+

KMAN

NASCAR2: More ideas

by KMAN » Sat, 20 Jul 1996 04:00:00


> On Wed, 17 Jul 1996 17:06:31 +0000, Keith Speroni

> >Then why does Sega's Daytona USA game have flips?

> Because a) it's a game (you don't see the cars DAMAGED by the flips,
> do ya?) and b) it is a console video game, and consequently has
> roughly a ZILLION times the horsepower to do 3D physics.  Although,
> the physics model in the Sega flips is so cheezy it's barely worth the
> extra processing power.
> --No offense but the cars DO get damaged from the flips, i dont' want to

start an argument with you, your probably the last person i would argue
with so don't take that offensivly :-) Just a comment.

Keith Speroni
http://www.geocities.com/motorcity/2172

KMAN

NASCAR2: More ideas

by KMAN » Sun, 21 Jul 1996 04:00:00





> >> This one has already been addressed.  There will be NO 3D  crashes.  NO
> >> flips.  Apparently part of the licensing agreement with NASCAR prohibits
> >> this development.  Besides, I am looking or a racing simulator, not a
> >> wrecking simulator.  I want more effort and CPU use going to simulating
> >> racing, not goo-gah eye-candy.  But that's just my personal taste and
> >> wants.

> >Then why does Sega's Daytona USA game have flips?

> Sega's "Daytona USA" = Racing Sim?  Hahahahaha...

> Let Papyrus fix the double-file restarts, AI behavior, Talladega tri-oval, grip
> levels in middle and outer grooves of the banked turns, and yellow-flag
> sensitivity first.  Then MAYBE they can worry about flips...

I'm not saying that i want flips (after Jeff's race i don't really care
for them) but i just was wondering why nascar let Daytona USA have
flips?

Thanks,
Keith Speroni
http://www.geocities.com/motorcity/2172

Michael E. Carv

NASCAR2: More ideas

by Michael E. Carv » Sun, 21 Jul 1996 04:00:00

: I'm not saying that i want flips (after Jeff's race i don't really care
: for them) but i just was wondering why nascar let Daytona USA have
: flips?

Actually I don't think NASCAR is really the "licensing body" for Daytona
USA.  Also, NASCAR is not directly involved with DAYTONA USA like
they will be with Papyrus' NASCAR2.

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

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

Chuck Stuar

NASCAR2: More ideas

by Chuck Stuar » Sun, 21 Jul 1996 04:00:00


> : I'm not saying that i want flips (after Jeff's race i don't really care
> : for them) but i just was wondering why nascar let Daytona USA have
> : flips?

> Actually I don't think NASCAR is really the "licensing body" for Daytona
> USA.  Also, NASCAR is not directly involved with DAYTONA USA like
> they will be with Papyrus' NASCAR2.

NASCAR isn't directly involved with NASCAR 2 other than as technical advisers. They will
administer the NRL which requires the use of NASCAR 2 to participate.

Chuck Stuart - Mesquite TX USA

Yann

NASCAR2: More ideas

by Yann » Mon, 22 Jul 1996 04:00:00





>>> This one has already been addressed.  There will be NO 3D  crashes.  NO
>>> flips.  Apparently part of the licensing agreement with NASCAR prohibits
>>> this development.  Besides, I am looking or a racing simulator, not a
>>> wrecking simulator.  I want more effort and CPU use going to simulating
>>> racing, not goo-gah eye-candy.  But that's just my personal taste and
>>> wants.

>>Then why does Sega's Daytona USA game have flips?

>Sega's "Daytona USA" = Racing Sim?  Hahahahaha...

>Let Papyrus fix the double-file restarts, AI behavior, Talladega tri-oval,
grip
>levels in middle and outer grooves of the banked turns, and yellow-flag
>sensitivity first.  Then MAYBE they can worry about flips...

All games are eye candy.  Why not turn off all textures?  Who needs them?  

Chris

Michael E. Carv

NASCAR2: More ideas

by Michael E. Carv » Mon, 22 Jul 1996 04:00:00

: NASCAR isn't directly involved with NASCAR 2 other than as technical advisers. They will
: administer the NRL which requires the use of NASCAR 2 to participate.

NASCAR is the "official" licensing body of NASCAR2.  I am sure that in
granting this license the governing body and board of directors of
NASCAR have some say in the final product that receives this license.

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

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


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