> >> I just read that Microsoft is developing an Indycar-based sim to
> >> be called CART Precision Racing. Supposedly it will make use of MMX
> >> technology, for what that's worth.
> <...>
> Where did you hear this? Last I heard Sony had some sort of rights to
> CART. I just hope somebody starts a good next-generation sim of
> indycar.
It's true. I was told it is public knowledge and so I am posting this
response. I am not directly involved with the project, but because I am an
avid race fan (simulation and real) I was invited to a couple of open
meetings that were designed to get ideas for the project. I was vocal and
made suggestions that many of you would have made. I also sent a formal
list of suggestions to the Program Manager. I don't know what was
accepted, but my comments were geared toward realism, not arcade. This is
a guess, but I bet that options will be selectable so you can get an arcade
game or a full fledged simulation. That is a guess. Don't read between
the lines. No hidden message. I asked for a game that included team
management. This would be similar to a Grand Prix 2/Grand Prix Manager
combo. I don't think that will happen.
I am reluctant to post much about this, mainly because I don't know any
details about the actual product. I am going to try and get the PM
connected to Sim Racing News. He might be open to this. He might not. I
can't control that. I can say that the PM is an avid race fan. He attends
Indy and F-1 races on a regular basis. He also plays Grand Prix 2, Indycar
2 and Nascar 2. He has a***pit in his office. He understands what the
racing simulation community enjoys and wants. I really think he will
deliver a good product. As a side, I will push that it runs on both 95 and
NT (no guarantees, but it makes sense).
-Paul
Here are some of the suggestions that I made. This is not all of them and
some of these are obvious, but GP2 doesn't measure tire temps....
Car Adjustments
Garage Only
shocks
springs
camber
gear ratios
remove fuel (ie - going from 40 gal to 5 gal)
Pits and Garage
front wing adjustments
rear wing adjustments
wickerbill adjustments
tire compund
tire pressure
add fuel
measure tire temps
In Car Only
turbo boost
brake bias
front anti-sway bar
rear anti-sway bar
fuel mixture
tire status feedback
Miscellaneous
First and foremost, get the physics model correct. Papyrus sims place too
much emphesis on high speed downforce and don't model low speed handling
correctly. An IndyCar should not spin out of control at less than 25 mph.
This can happen with ICR2.
Developt the team concept. This is somewhat included in Grand Prix 2, but
is totally ignored by Papyrus.
Eliminate the need for hacking. Provide a Paint Shop for painting the
cars, pit crews and helmet. Provide a driver profile editor with details
of the driver's profile content. Microsoft could provide downloadable
profiles after each major race. Plan for the future, include at least two
chassis' and engine types that are labeled as 'UnTitled'. That way new
chassis and new engines can be included as they become available. This
would require a chassis editor and an engine editor.
Incorporate a race engineer. The driver is not the all encompassing
descision maker that other racing sims portray him to be. This option
could be turned on or off, but a race engineer could supply valuable
feedback to the driver via .WAV files. Help with sway bar settings, brake
bias, turbo boost, fuel mixture and pit strategies.
Incorproate a spotter. The spotter would be a .WAV file that would inform
the player of cars approaching from the rear. An alternative to a .WAV
file would be a small on-screen graphic that would lite up when cars are
approaching form the rear. This would be similar to how Spectrum
Holobyte's "Mig-29" spotted missiles.