>Sal
Andre
>> http://www.racesimcentral.net/
Ohh, THAT'S gonna cause flamewars/retaliation...
Eldred
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Remove SPAM-OFF to reply.
As a disclaimer, I'm basing this on a few test races at Bristol and
Atlanta, and the improvements were so huge that they immediately
jumped out at me (moreso than the bump drafting fix did, which is a
tad unrealistic if you ask me - you could bump draft with AI or human
drivers just fine before if you weren't excessive about it, and if you
closed to fast you ended up causing the big one like Robby Gordon at
Daytona in 2001 - now I'm not sure if it's even possible to hit
someone too hard from behind).
They don't do it excessively like in N1/2/3. They will attempt to
evade an accident if there is an open lane. The problem before the
patch however is that a. they didn't slow down at all (they now at
least slow a little if evading the wreck in order to get around it)
and b. if there wasn't an open lane, as happens often at Bristol,
Darlington, and Rockingham, they would just slam into the pile of
cars. What I've seen so far is that the AI will literally stop if its
progress is impeded, not at a ridiculous rate (based on in-car camera
shots) but realistically. I think this could still be tweaked a
little as they're a little *too* good at avoiding accidents now, but
overall it's a vast improvement over both the InstaStop(tm) method and
the Can'tDriveAroundThem/DriveThroughThem(C) method.
It could be my imagination, but it seems from my testing that the AI
is a little more likely to lose it if you tap them in the quarter
panel, again based on limited testing. In the past I could slam off
the quarter panels with wild abandon and while I'd probably go
spinning the AI car would wiggle a little and keep going. I gave
Nadeau a little love nudge on the left rear going into 1 at Bristol
and he spun the thing and backed hard into the wall. Still need to do
more testing, but I like the AI tweaks so far.
Only bug I've seen - at Bristol there was a wreck blocking the track
in turn 1, with about 10 rows of cars stopped and/or slowly working
aorund it...however, the 5-6 lead cars that were racing back to the
line came around for the yellow then immediately plowed into the
stopped cars. I haven't been able to replicate it so I think the
common AI bugs that occurred consistently may have finally been
squashed, at lesat in regards to pit/panic behavior. Yay!
Now if only we could get a patch to fix the behavior of human drivers
in these situations. =)
Jason
> To bad Papy hasn't figured out how to make them go around.
> Assuming the above is what is happening in your tests of course.
> -John
> > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe
> > Hm, it's not listed in the readme, but it seems like the panic AI was
> > improved somewhat. I just ran a bunch of test sprint races at Atlanta
> > and Bristol, causing some accidents from the front of the pack and the
> > rest of the field slowed down and/or stopped to avoid the accidents
> > instead of just slamming headfirst into the pile of cars.
> > Also, 3 cheers for texture compression in OpenGL.
> > Jason
This change from N4 to 2002 really surprised me. Sometimes just for fun I
like to start at the back and see how many AI cars I can spin out by nosing
into their left rear quarter panel. In N4 it seemed realistic: put your
fender in there and give it some gas, car goes around. In 2002 (pre-patch)
they are almost impossible to spin this way.
I just wish you could spin the pace car.
(I know, I'm easily amused)
oh you're just pulling our leg now aren't you...as if you think I'd
beleive anyone could CATCH UP to the other cars to bump them.... :)
dave henrie
>> so it only works on hacked/warez versions????
>> :) !!!!!!
> No! No! No!
> Right from the serria patch page.
> "This patch brings NASCAR Racing 2002 Season to version 1.1.0.1."
> "The 1.1.0.1 version of the game is NOT multiplayer compatible with previous versions. "
> That means, multiplayers ALL have to be on the smae version of the game. ALL unpatched or
> ALL patched.
--
Fester
Hey nobody's perfect, not even myself 8)
-- Fran?ois Mnard <ymenard> 4/15/02
Watch the tension on your line there Dave.... lol ;-)
Jan
=---
Anyone else see this, and is it now fixed?
Gerald
> > As a disclaimer, I'm basing this on a few test races at Bristol and
> > Atlanta, and the improvements were so huge that they immediately
> > jumped out at me (moreso than the bump drafting fix did, which is a
> > tad unrealistic if you ask me - you could bump draft with AI or human
> > drivers just fine before if you weren't excessive about it, and if you
> > closed to fast you ended up causing the big one like Robby Gordon at
> > Daytona in 2001 - now I'm not sure if it's even possible to hit
> > someone too hard from behind).
> I haven't applied the patch yet, but even in N4, the AI never let me
> get close enough to bump them. If I got up on someones bumper, they
> would just move over to one side or the other and get out of my way.
> This made it ridiculously easy to race the AI, as you never had to try
> to pass them, just get up on the bumper and they let you by.
> Anyone else see this, and is it now fixed?
Andre
I've seen attempts at "selling a dummy" in the RASCAR races, yes. Racing is
a lot like love and war in some respects.
Jan.
=---
What's "selling a dummy?"
--
David G Fisher