rec.autos.simulators

Skills Ratings in N2

Matt Neil

Skills Ratings in N2

by Matt Neil » Thu, 12 Dec 1996 04:00:00

Hi I was woundering if you can tell me something? Now I know that in the
ratings, the range is from 100 to 900. So If I put say, Jeff Gordon's
drag at 350 to 400, it will always be in that range for every race. But
what I want to know is, what do the ratings mean? Aggression, Car Drag,
Car Power, and Car Traction. I have a some what Idea what they are, but
could anyone tell me what they really mean? And, what is better higher
or lower, in each of the ratings. Also if I change my settings, will
effect the car?
Thanks for any info!
                                                MATT

Eric T. Busc

Skills Ratings in N2

by Eric T. Busc » Fri, 13 Dec 1996 04:00:00

Aggression means the driver will fight harder for position and give
less ground in the turns.  Drag means the car has more wind resistance.
 The rest are painfully obvious.  Higher numbers mean more of the
category (you want less for drag as more will make you slower).  I
messed with mine in N1, and never really could tell that much of a
difference.

--

Emory University Graduate School of Arts & Sciences
The IWCCCARS Project: Q & A Representative
Nascar Setups Page: http://userwww.service.emory.edu/~ebusch/



RetroSco

Skills Ratings in N2

by RetroSco » Fri, 13 Dec 1996 04:00:00

For more realism and less predictability try widening the skill ranges.
For example,  Rusty Wallace had a rather inconsistent year. Widen his
power rating from 200-562 and his drag to 100-325. Since he didn't wreck
much, leave his traction a little narrower, say 400-550..etc.  I like to
bump up aggression levels to a minimum of 600. This encourages the AI to
fight amongst themselves for postion and run 2-3 wide more often. It makes
it a lot more challenging but it's cool to see that #24 get hung out to
dry with 10 to go at Darlington <G>.

Tom Hanse

Skills Ratings in N2

by Tom Hanse » Fri, 13 Dec 1996 04:00:00



The only thing I don't like about Papy's randomizing model is it does not
allow for drivers/teams to have an occasional good day or an occasional bad
day.  When you set a range from 200-562, the driver tends to get shuffled
into the middle of the range (law of averages).  By setting this range for
Rusty - chances are he will just run middle of the pack most of the time.
I would like Rusty to run great at short tracks most of the time - with an
occasional problem.  I would like Rusty to run closer to the rear at the
restrictor plate tracks and have a 50/50 chance of running good or bad at
the bigger tracks and one mile tracks.  I have written a randomizer for
Nascar Racing 1 to do just this - and include a qualification option as
well.  However, on Nascar Racing 2, this is a bit of the problem because
they do not provide the save race weekend option.  I typically would
qualify using the qualifying settings, then save the weekend, reshuffle the
drivers for racing and then go race.  This typically will put Dale
Earnhardt middle of the pack at the start and will add the realism of
watching him come through the pack.  The only problem is, that AI fixes for
most tracks are required to allow him to pass cars (oh well).

/THansen

Tom Hanse

Skills Ratings in N2

by Tom Hanse » Fri, 13 Dec 1996 04:00:00



Higher power and traction are better.  The smaller the range the more
consistent the driver.  The NASCAR 2 game will randomize a value for each
race weekend (or maybe each session - not sure) based on the range.  Lower
drag values are better.  The drag plays a bigger role in the high speed
tracks.  So one way to setup a good short track driver would be with high
power and traction numbers, but also a high drag number.   You might setup
Sterlin Marlin with high power and low drag numbers - and a fairly now
traction number.  You get the idea.

No.

Michael E. Carv

Skills Ratings in N2

by Michael E. Carv » Sun, 15 Dec 1996 04:00:00

: Higher power and traction are better.  The smaller the range the more
: consistent the driver.  The NASCAR 2 game will randomize a value for each
: race weekend (or maybe each session - not sure) based on the range.  Lower
: drag values are better.  The drag plays a bigger role in the high speed
: tracks.  So one way to setup a good short track driver would be with high
: power and traction numbers, but also a high drag number.   You might setup
: Sterlin Marlin with high power and low drag numbers - and a fairly now
: traction number.  You get the idea.

If these numbers hold true to how they were used in past Papyrus
products, drag mainly affects Qualifying runs and has no real bearing
under practice or races.  Power affects straight away speed and traction
applies to cornering ability.

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

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


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