You did say it is completely un-enjoyable. That sounds like crap to me.
news:sz1_3.346$4F5.13584@typhoon.southeast.rr.com...
> Oh, one other thing. Did I mention anywhere that it was "Crap"
> Please don't put words in my mouth, Tracey. You really went out of your
way
> to do that in your post.
> Again, re-read my post...
> -Larry
> "Tracey A Miller" <tamil...@execpc.com> wrote in message
> news:38383456$0$96894@news.execpc.com...
> > I assure you N3 will be a HUGE success. The game is excellent.
> > If you think N3 is crap, donate your copy to someone who will enjoy it
> > and
> > go back to GPL.
> > Many of us don't think it's crap, we understand that it doesn't have
> > the GPL
> > engine, and we knew this before we bought it.
> > We enjoy Nascar racing, and currently N3 is the best in the business.
> > Personally, I like the vastly improved graphics and graphics
> > performance,
> > the improved AI, and the slightly improved physics. I think it was
> > worth
> > every penny I paid for it.
> > Papy has done an amazing job here. They really have.
> > I guess you missed:
> > 1. The highly upraded, and much smarter, AI.
> > 2. The vastly improved sounds.
> > 3. Graphics that the older versions can't compare to.
> > 4. Video performance that completely blows away the previous
> > versions.
> > 5. Online play that, while certainly not TEN quality, is very well
> > integrated and easy to use.
> > IMHO, Nascar Racing 3 is the _first_ upgraded release of the series
> > since
> > the first N2 that can truly be called an upgrade. This is no whimpy
> > Nascar
> > 1999. This is an honest-to-goodness upgrade that improves nearly
> > every
> > facet of the simulation.
> > Graphics
> > ---------
> > I simply have to start here. This version brings Nascar Revolution
> > Eye-Candy, without the down-side. There simply is NO down-side.
> > I have every single option turned on and set to it's highest setting.
> > 1024X768. 16 Bit Color. Full 40 car field, with all cars visible
> > front and
> > back. All sounds set to their best quality. All textures on. Full
> > track
> > visibility. Absolutely everything turned on at it's highest setting.
> > I had absolutely no frame-rate problems at all. Most amazing, I had
> > NO
> > popup's at all. Not at any track I tested, including Talladega and
> > Bristol,
> > the two worst tracks for this sort of thing.
> > The translucent smoke and persistant skid-marks are really cool. Even
> > more
> > important, I had no frame-rate 'clogs' during periods of heavy smoke.
> > The realism of the smoke and skids is really something. If you get
> > behind
> > someone with a smoking tire or engine, it actually hinders your
> > visibility
> > just like it should. If there is a big pile-up, you drive into a
> > blinding
> > floating cloud of smoke, just like you should.
> > I cannot overstate how impressed I am with the quality, realism, and
> > performance of the graphics. Papy has done what is seemingly
> > impossible
> > here.
> > Personally, I think this is the simulation that future games will be
> > measured against when it comes to graphics quality, realism and most
> > importantly performance.
> > I can deal with the 2D Cockpit. It is such a huge improvement over
> > N2/99
> > that I don't care there aren't shadows on the gauges from the needles.
> > Even
> > the mirrors work right now! Finally :)
> > Mental note - I'm a registered NRHQ user... Must check the web site
> > for an
> > update that works with N3.
> > Physics
> > -------
> > No bones about it. There is a huge improvement here as well. While
> > it is
> > the N2 engine, it is not the _same_ N2 engine. The handling of the
> > car is
> > much more realistic to me. Changes in setup work like you think they
> > will
> > (finally).
> > A couple of things I notice that I've never seen before. First, if
> > you tap
> > a car in the rear quarter, you aren't automatically spun out like you
> > tended
> > to be in N2. N2 would snap-spin you in a heartbeat. N3 will make
> > your car
> > react much like you would expect it to. Anything from a mild bobble,
> > to a
> > full spin.
> > Speaking of bobble's, the car's do it now. Instead of just 'wiggling'
> > when
> > you tap them, you can see realistic body roll along with the wiggle.
> > Secondly, it's interesting to watch the relationship of the cars
> > compared to
> > the painted lines on the track. If a car is loose, you can actually
> > _see_
> > that it is loose. The rear of the car will visibly be drifted out
> > further
> > from the line than the front of the car. The little whif of smoke you
> > see
> > from tires is a good indication as well :) In N2/99, the cars were
> > always
> > square to the line as they went around the track, whether they were
> > loose or
> > not.
> > There was more attention to detail here than I expected, and I think
> > most
> > will be very happy with the improvements in the physics.
> > Oh, the realistic 'tire hop' when accellerating from a stand-still and
> > spinning the tires is pretty cool too :)
> > AI
> > --
> > Wow!
> > For the first time, it feels like you are actually racing skilled
> > drivers
> > instead of brain-dead robots! It's funny, but Dale Earnhardt did a
> > tap-and-pass on me at Bristol in one race. LOL :)
> > The drivers draft properly. They will take advantage of _any_
> > mis-step you
> > have. They don't come down on you in the corners like they did in
> > NR1999.
> > This was actually quite horrible in NR1999. Even worse than N2, IMHO.
> > This
> > has been nearly completely corrected in N3.
> > I actually did some FOUR wide racing at Talladega. As long as _you_
> > are up
> > to it, _they_ are up to it. These guys really race with some good old
> > fashioned common sense now. Well, most of the time. I did have one
> > bone-head at Dega come from the outer lane and swerve down in front of
> > me to
> > enter the pits. It happens in real racing, so I guess it's part of
> > the deal
> > :)
> > I could swear I got bump-drafted once at Dega...
> > Sound
> > ------
> > I don't have 3D sound, but the sounds in N3 are much, much improved.
> > It
> > actually sounds like a race car now. Tire squeel, impacts, etc... all
> > sound
> > much like the real thing now. You can actually hear squeel's leading
> > up to
> > impacts :)
> > Installation, etc...
> > -----------------
> > No issues here.
> > It plays without the CD!!!
> > Interface
> > ---------
> > Plenty familiar, but improved. I like it.
> > Force-Feedback
> > -----------------
> > It feels a little weak to me. However, I suspect there is a setting
> > buried
> > somewhere that will eventually be uncovered to tweak this.
> > Why don't game manufacturer's supply customized profile files for the
> > most
> > popular wheels/joysticks, such as the MSFFW and others?
> > Other than the somewhat-weak Force-Feedback, I find it hard to
> > complain
> > about this game. It is the _first_ Nxxx upgrade since the original N2
> > that
> > I feel good about paying for.
> > "Larry" <NoJunkM...@MyHouse.Com> wrote in message
> > news:ynSZ3.135$4F5.6862@typhoon.southeast.rr.com...
> > > This may ruffle some feathers here, but...
> > > At this point, I find Nascar Racing 3 not only completely
> > un-enjoyable at
> > > this point, but borderline defective.
> > > At first, I was enamored at the nice graphics, smoke, slight physics
> > > improvements, etc... But, after playing it for a few months, I am
> > > thoroughly disappointed. The honeymoon is over.
> > > N3 has so many problems I don't even know where to start.
> > > 1. The AI is incredibly stupid. It seems smart at first, but after
> > so
> > > getting wrecked out so many times by cars just swerving down from
> > the top
> > > grove right in to you, slamming on brakes for no reason whatsoever,
> > etc... I
> > > am no longer impressed by the AI.
> > > 2. Graphics stutter in the corners. A PC with 128MB RAM, a TNT2
> > Card, and
> > > a 450Mhz processor should not be seeing this.
> > > 3. Weebles wobble but they don't fall down. Except in Nascar
> > Racing 3.
> > > What _is_ it with that car wobble?
> > > 4. Double-File restarts don't work. I have YET to see double file
> > restarts
> > > actually work.
> > > 5. Multi-Player. So many problems here, I won't go in to them all.
> > Some
> > > of it Papyrus can't fix, like bone-head drivers, bad connections,
> > etc...
> > > But, there should be SOME way for the system to keep track of race
> > hosts
> > > that cancel races before they are done, and if it reaches a certain
> > > threshhold, that person cannot start any races for a certain period
> > of time.
> > > I am SO tired of race hosts getting damaged, and then "taking their
> > ball and
> > > going home" by canceling the race in mid-race. Multi-Player won't
> > be
> > > useable until we have dedicated servers again, like we did with
> > NROS.
> > > Period. Yes, I know about the beta... I'm not convinced it is the
> > answer,
> > > though. DEDICATED servers like TEN are the answer, and that's what
> > we
> > > really need to push for.
> > > 6. Force Feedback. I know that some here think it's great. I
> > think it
> > > sucks. I find it very unrealistic and to me it does nothing but
> > slow down
> > > my reaction time because of the excessive latency it adds.
> > > 7. Did I mention the kamakazi AI?
> > > 8. Run races without yellow flags offlline? Not if you want to
> > finish a
> > > race without the track being blocked permanently. This seems to be
> > the
> > > worst at Bristol. Have a big pile-up without yellows on, and the
> > wrecked
> > > cars, dozens of them, will just sit in the middle of the
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