rec.autos.simulators

N2K2 - slide off when touch AI car in front in corners

Peter Ive

N2K2 - slide off when touch AI car in front in corners

by Peter Ive » Fri, 02 Aug 2002 08:13:43

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

Tim Mise

N2K2 - slide off when touch AI car in front in corners

by Tim Mise » Fri, 02 Aug 2002 10:27:13

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


Gerald Moo

N2K2 - slide off when touch AI car in front in corners

by Gerald Moo » Fri, 02 Aug 2002 23:00:31

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



> > 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

Alex 'pez' Porazinsk

N2K2 - slide off when touch AI car in front in corners

by Alex 'pez' Porazinsk » Sat, 03 Aug 2002 07:13:14

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



> > > 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

jason moy

N2K2 - slide off when touch AI car in front in corners

by jason moy » Sat, 03 Aug 2002 11:16:11

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



>> > > 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

John Pancoas

N2K2 - slide off when touch AI car in front in corners

by John Pancoas » Sat, 03 Aug 2002 12:20:27

  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



> >> > > 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.

- Show quoted text -

Larr

N2K2 - slide off when touch AI car in front in corners

by Larr » Sat, 03 Aug 2002 12:24:11

I would definitely agree that NR2002's contact physics need a lot of work.

Ain't it funny how the AI cars rarely spin out ?

-larry


Larr

N2K2 - slide off when touch AI car in front in corners

by Larr » Sat, 03 Aug 2002 12:24:38

Agreed :)

-Larry


> 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



> > > 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

jason moy

N2K2 - slide off when touch AI car in front in corners

by jason moy » Sat, 03 Aug 2002 13:04:22

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



>> >> > > 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

John Pancoas

N2K2 - slide off when touch AI car in front in corners

by John Pancoas » Sat, 03 Aug 2002 16:10:18

  Online Jason, sorry about that.  By saving, I mean the fact that you have
to turn the wheels completely opposite of what instinct, experience, etc.,
tells you to, to save a spin.
  I know, heard all the arguments about it, but still don't like it :)

John


> 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

Gerald Moor

N2K2 - slide off when touch AI car in front in corners

by Gerald Moor » Sat, 03 Aug 2002 21:44:27

Well, like John said, damage modeling and collision physics are two
different things.

My main complaint is that the cars are way too bouncy.  Two cars get
together, it is almost like they are made of flubber.  Maybe warp/latency
makes it worse... I dont know.

I saw two cars get together at Texas once, get airborn, and in defiance of
gravity, proceed to bounce off of each other almost straight up into the
air, and out of sight.  They never cam down as far as I know.  This kind of
baloney happens a lot.

The AI are different, for some reason, only the human driver's car is
***y, theirs are on rails.  I can pretty much live with this, as it means
that armaggedon doesn't break out when I get into one of them a little bit.

I totally agree that they are also virtual tanks that can take lots of big
hits without too much bad happening.  After the Pocono Lap 1 crash, I asked
myself, "WHY ISNT JR TRYING TO GET BACK ON THE TRACK?!!!  MY CAR LOOKS LIKE
THAT ALL THE TIME IN NR2002!!!"

Gerald


> 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



> >> > > 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.

- Show quoted text -

Peter Ive

N2K2 - slide off when touch AI car in front in corners

by Peter Ive » Sun, 04 Aug 2002 05:42:26



<snippery>
GPL could do better than that.  :)  Just full steer into the slide and
everything would straighten out nicely.  I've tried this with N2K2, but
it don't seem to work.  :(  Besides, do that amongst traffic and things
are definitely going to go from bad to worse.  ;-)
--
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
Peter Ive

N2K2 - slide off when touch AI car in front in corners

by Peter Ive » Sun, 04 Aug 2002 05:45:02



Yeah, John.  Easy-peasy with GPL, but then less traffic to worry about.
--
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

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