Online Jason, sorry about that. By saving, I mean the fact that you have
tells you to, to save a spin.
> John, are you referring to the collision with the AI or in
> multiplayer?
> I think that the multiplayer engine should give a bit more room for
> error and warp as far as collisions go. With the AI, after the first
> patch I really didn't have much problem with contact, except that you
> could ride the back of someone's car without much of a penalty.
> As far as saving a car I'm not sure what you mean? The old "lock the
> brakes and countersteer" trick? I always thought it was odd that you
> could pretty much get completely sideways at places like Michigan, and
> just quickly lock the brakes, countersteer, and then pound the
> throttle and you were good to go. On the other hand, GPL suffers from
> the same thing. Not sure if F12k2 makes you pay the price by frying
> your brakes or not.
> Jason
> On Thu, 1 Aug 2002 21:20:27 -0600, "John Pancoast"
> > Well, for one, *every* contact causes a wreck; severity of contact
seems
> >to have nothing to do with it. Then there's the "barely touch/get
touched
> >by someone, get sent into the wall like a nuke just went off nearby, flip
in
> >the air a few times..............at Marty or any other track :)
> > Agreed about the poor damage model, but the collision detection is just
as
> >bad imo. And don't forget the wonderful way to, cough, save a car once
it's
> >gone.
> >John
> >> Yeah, I dunno why people complain about the car-to-car contact in
> >> N2002.
> >> If anything, the first patch made it too easy to hit other cars. You
> >> can ram some one 20mph slower than you without so much as denting the
> >> bodywork or having to struggle for control if you are prepared for it.
> >> In real life the cars are so fragile that a moderate bump will bend
> >> the fender in on the tire, crack the nose and create a ton of drag, or
> >> cause internal mechanical problems - not to mention accidents. In
> >> N2002 you can hit someone (or the wall for that matter) and it doesn't
> >> even knock the toe in/out.
> >> Anyway, the loss of control that comes with slight contact at the
> >> quarter panels seems realistic enough to me. The only contact I can
> >> think of that occurs in NASCAR without causing an accident or moderate
> >> damage is a tiny bit of rubbing at the apex of the turns at
> >> Martinsville. Even light bump drafting is going to cause one of the
> >> cars to suddenly get loose and possibly even crack open the radiator.
> >> I wish someone would make a sim with realistically severe damage and
> >> wear modelling. GPL, with the variety of suspension and engine
> >> damage that occurs even at low speeds (or from landing too hard or
> >> hitting a curb), is probably the closest anyone has gotten aside from
> >> cranking up the damage level in RC2000. If only GPL modelled brake
> >> fade and tire abuse...
> >> Jason
> >> On Thu, 1 Aug 2002 22:13:14 +0000 (UTC), "Alex 'pez' Porazinski"
> >> >did you see the new hampshire race?
> >> >everyone who hit a car ahead spun out themselves.
> >> >depends on where it happens in the corner.
> >> >granted the ai are pretty stable, but its not always inconceivable
that
> >> >youll spin....just ask Dale Jr!
> >> >pez
> >> >> Well, the real solution is for Papy to fix their crappy collision
> >physics.
> >> >> good luck,
> >> >> Gerald
> >> >> > Try to tighten up the car by adding wedge and you should be able
to
> >> >recover
> >> >> > from that as long as there wasn't too much contact.
> >> >> > -Tim
message
> >> >> > > Come on, you've all done it!! You're in a tight bunch,
especially
> >> >just
> >> >> > > after a restart on one of those short tracks. You're trying to
> >keep
> >> >an
> >> >> > > eye on the AI driver behind so that he doesn't try to dive in
> >> >underneath
> >> >> > > you and some of the drivers ahead are already lapped when...
tap,
> >just
> >> >a
> >> >> > > tiny little tap, on the car in front and immediately your car
> >swerves
> >> >to
> >> >> > > the inside and wants to do an about face. Aaargh!!!!
> >> >> > > Has anyone come up with a way to prevent the car from going off
> >once
> >> >> > > you've tapped the car ahead, and I mean tapped. It still
happens
> >no
> >> >> > > matter how slight. Just happened to me at North
> >Carolina/Rockingham.
> >> >> > > Now, if I could prevent the contact in the first place, great,
but
> >> >slow
> >> >> > > down too much and... bam!! Someone rear-ends ya! ***.
> >> >> > > So, any hot tips?
> >> >> > > --
> >> >> > > Peter Ives (AKA Pete Ivington)
> >> >> > > Remove ALL_STRESS before replying via email
> >> >> > > If you know what's good for you, don't listen to me
> >> >> > > GPLRank Joystick -50.63 Wheel -21.77