reveal something more than "it's kinda big patch". I suppose there has to be
something else than the yellow flag bug fix included, too.
It would be nice to have something like "tendency to crash" -data in the
drivers2.txt. This way you could create more realistic driving styles to
Andretti and Wall Tracy. The fact that accidents occur randomly isn't good
for drivers like Little Al and Jimmy Vasser who don't make mistakes so often
in real life. The same goes for mechanical failures.
I suppose chassis, engine and tires don't affect AI performance but they
should. In 1995 season Honda-Firestone drivers had an advantage on oval
tracks only. In ICR2 different combinations for AI opponents are only some
numbers in the drivers2.txt. It's a shame that Papyrus has no plans for
chassis and engine updates for 1996. I understand that it takes too much time
to create Homestead and Rio tracks but the chassis-engine-tire update for
1996 season shouldn't be too much to ask. It would also keep the game alive
much longer.
The most important thing to fix, however, is AI driving in certain tracks.
Though Rick said it's recorder from a human player it disturbs very much.
Phoenix is undriveable because AI cars brake far too heavily to corners 1
and 3. You can't simply drive so slow those corners. Surfers' Paradise
chicanes are a big problem too when AI cars drive on the grass and bounce
from the walls. The AI speed in the corner 11 at Mid Ohio needs fixing and
the last corner at Long Beach is driven wide too often by AI cars.
The problem with some billboards shining through AI rear wings shouldn't be
difficult to fix, too. And I would be very happy if Papyrus did something
to those "cars through each other crashes and turning sideways in still"
-problems. At least they should fix them to their next racing game. I bet
the Papyrus programmers know themselves that AI cars don't behave like
a real car or your own car in their games.
Jussi