rec.autos.simulators

(no subject)

Nigel Nichol

(no subject)

by Nigel Nichol » Wed, 11 Jun 1997 04:00:00

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I have read a number of posts here from some pretty annoyed folks regarding Papyrus=92s notice that they will not be fixing the AI o=
r any other shortcomings in Nascar 2 and have decided to put my two bobs worth in..
Fear enough that these people have a grievance but I for one do not feel I was screwed in any way by Papyrus for what I got with Nas=
car 2 but rather mildly disappointed with some of the omissions.
Adding it all up though I think Nascar 2 stomps all over Nascar 1 in large number of ways.

OK, the truth is the AI is not much better than Nascar 1 but I certainly have not found it so unplayable either.  With these minor p=
roblems there are work-around=92s available by some very talented people to fix them .  At the end of the day Papyrus is the first t=
o admit that Nascar 2 was modeled off the code from Nascar 1 with a number of additions and  modifications, and they also admit that=
 their AI code and track building tools are dated . I don=92t recall ever reading from Papyrus that Nascar 2 was a complete re-write=
 and so I did not have too higher expectations.
So rather than feeling ripped off I feel I got a damn good make-over, more than enough that I have never gone back to Nascar 1. (Tha=
nk goodness for rear wheel spin, not so many places lost trying to get back around.)
I have had many an hours of hard out Stockcar Racing e***ment and will continue to do so for a long time to come. (Especially as a=
 member of  a offline racing league) Definitely worth the $116.00 NZ I paid for it.

So now I have said all that I will point out my disappointments and my hopes for the possible Nascar 3 and/or other racing products =
from Papyrus.

Nascar 2 disappointments.

No neutral gear or clutch.  
Not enough controllable engine revving /wheel spinning (rather than the full on 8500 RPM -back end spin around to quickly affair).
No    =93Drivers, Start Your Engines=94   along players ability to fire-up the engine.
No Pit Road pace lap start.
No engine stall during spin outs.
No brake lockup or brake failure.
No non-fatal-fix-in-the-pits  engine problems (ignition, overheating etc.).
No rattle sounds effects just before engine lets go.  
No animated pit crew and no other teams behind and/or over the pit wall.
Pit roads not straight where they should be.
Walls at places on the track where they don=92t belong. (Watkins Glen chicane, Sears Point turns 11 and 7 etc.).
No double file restarts.
No AI car bad judgment causing accidents.

I would like to see more time cleaning up AI wrecks and not have totaled cars disappear off the screen but rather be towed to the pi=
ts. (This is where more time would come in I guess.)
I hate the magic spin around on the spot the AI cars do to get back facing the right way.
The AI  definitely needs sorting to get them to catch up to the pace line after getting out of pit road.
I would like to see more underbody detail of damaged cars instead of the current greyed-out area.
I can go without flips/roll-overs unless it is done convincingly ( not half-slow motion like A Need for Speed.).
If  I=92m the winner I would like the ability to drive the car into the winners circle to end the race. (Although I would rarely get=
 to do that even if it was implemented.)
I think that is about it...

Oh no, I almost forgot, how silly of me.......... The powers to be need to release to Papyrus the licenses to do the Daytona 500 and=
 Brickyard 400.

OK I=92ve said my bit now lets hear some CONSTRUCTIVE  comments and ideas rather than all this negative hoo-haa going on in this her=
e town.

(Oh, and da, sorry I talked for so long.)

Nigel
Lakewood Motorsports (Member of the NORS racing league)

Hamilton
New Zealand

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Jimm

(no subject)

by Jimm » Wed, 11 Jun 1997 04:00:00

  These would be cool for N3.

  NASCAR 2 has this feature.  It's called "Random Breakdowns".  I had this
happen to me while leading a 100-lap league/network race with 7 other humans
and a full field of AI.  I was leading at lap 70 (led all the way after
starting on the pole).  REEEEAAALL disappointing.....

  They're there...you need to hit CTL-C to turn people on and off.  Or, go
into Graphics Options and turn them on.  I agree, though; I think we should
have animated crews.

  This has been a complaint of mine also, since N1.

  Don't know if Papyrus has been working on this or not.  It would be cool,
though, I guess.

  This is not very realistic.  I agree here, too.  Something should be done;
have them towed, or at least no "magical spin recovery"....

  This is done in the front (engine compartment); why not in the rear too?

  This is another thing I have been hoping for since N1 came out.  Can you
imagine winning a race for the first time at a track you don't know very well,
slowly coming down pit road, and "asking people for directions to Victory
Lane"...??? <BG>

L8er!!!

                                                                       Jimmy

Tom Hanse

(no subject)

by Tom Hanse » Wed, 11 Jun 1997 04:00:00

OK Ive said my bit now lets hear some CONSTRUCTIVE  comments and ideas
rather than all this negative hoo-haa going on in this here town.

??
None of your comments really addressed AI problems - but rather some
improvements to make the sim appear more realistic.  I do like most of your
suggestions but I find the the things that were omitted are more important.

1. Better passing decisions by the AI cars.  They need to pull to another
groove before reaching and slowing
down to the speed of the slower cars ahead.  Currently, an AI car going
down the straight at Dover will slow to 130 mph behind a damaged car, then
change to the low passing groove and accelerate around him.  I pass more
cars this way and often win races this way - even when the AI cars are
faster than me.  A real driver would go around this car without even
cracking the throttle and lose just a little speed due to the lane change
and non-optimal entry into the corner.  They also need to pick the good
passing lanes - not the bad ones.   Often an AI car will lose positions
because he tries to pass on the high side at a track where the high groove
is aweful.  These problems also contribute the trains breaking up at
Talladega.

2. Better pit decisions by the AI cars.  The leaders should pit together
under caution and AI cars should not pit near the end of the race unless
they are out of gas.  If we had two wide restarts, then the cars running at
the end of the lead lap should be more aggressive about pitting under
caution - but currently this decision needs to be based on track position
(distance from the leader) rather than lead lap position.

ymenar

(no subject)

by ymenar » Wed, 11 Jun 1997 04:00:00

With great respect,
Good race at the Brickyard,  (-o-)    

SPEED- Public relations director
SPEED- Cars, WC, BGN, Trucks, IROC, utilities and more...
SPEED- http://www.sim-speed.com/

Flight Cadet Nien Numb, Gold squadron NSWL
http://www.dpliv.com/dragon/Gold/index.html  
May the force be with you, always!!

- *Excuse me for my poor English(I'm French speaking) * -

Berg

(no subject)

by Berg » Wed, 11 Jun 1997 04:00:00


>>>No non-fatal-fix-in-the-pits  engine problems (ignition, overheating etc.).

>  NASCAR 2 has this feature.  It's called "Random Breakdowns".  I had this
>happen to me while leading a 100-lap league/network race with 7 other humans
>and a full field of AI.  I was leading at lap 70 (led all the way after
>starting on the pole).  REEEEAAALL disappointing.....

He wrote 'non-fatal'.  Random breakdowns are VERY fatal.

TEAMS?  There are no other teams!  People, sure, but spectators, not
teams.

John Loga

(no subject)

by John Loga » Wed, 11 Jun 1997 04:00:00

I got another one: side damage i.e. donuts.

PolePosition#3


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