rec.autos.simulators

Official NR2003 Patch Thread

Jan Verschuere

Official NR2003 Patch Thread

by Jan Verschuere » Thu, 20 Mar 2003 03:04:20

I'm constantly switching between looking at the tach to judge speed and
trying to locate my pitcrew. I don't have time to do anything else unless I
drop to way below pitroad limit. At which point some guy runs me over.

I don't. When racing non-fixed setup I drop the track bar and add (or should
that be "take out"... I change it in the positive direction on the setup
menu) 25 pounds of wedge if the rear gets smashed in, but that's it.

Jan.
=---

Tim Mise

Official NR2003 Patch Thread

by Tim Mise » Thu, 20 Mar 2003 03:34:30

Sure, as long as you're not in one of the first pit boxes.  I agree with the
original poster.  It's not about how easy it is for some of you guys to
change, it's just about changing the default settings to reflect common
sense.  If the tires have little or no wear, they should be unchecked by
default.  The fuel is already setup this way.

-Tim


Tim Mise

Official NR2003 Patch Thread

by Tim Mise » Thu, 20 Mar 2003 03:38:15

The only problem I have with it is you can't drive off the wall in a turn
without having to crank the wheel to an extreme and when it let's go of the
wall you lose the rear end.  It unrealistically 'sticks' you to the wall on
the turns IMO.

-Tim


Tim Mise

Official NR2003 Patch Thread

by Tim Mise » Thu, 20 Mar 2003 03:49:31

1. The new tire pre-heating feature seems to be inconsistent from track to
track.  Some tracks your new tire temps will be around 150 degrees while at
others it will be 70 degrees.

2. As always, I wish they'd have the lap cars drop back to the end of the
field in single file restarts in the last 10 laps of a race per nascar
rules.

3. The pace car at Martinsville seems to take too long emerging from the
pits causing mass confusion for the AI cars.

4. Improve the AI when it comes to realigning behind the pace car.  At short
tracks like Bristol the lap cars take too long sorting themselves into a
single file line and thus causing you to miss your pit window or else go
down a lap.

-Tim


Plowbo

Official NR2003 Patch Thread

by Plowbo » Thu, 20 Mar 2003 03:24:34

Photo realistic graphics???  give me a brake, or break...  you cant afford
the machine that plays it in current form, with all the "eye candy" now
(obviously, as you still complain about GFX, looks dam fine on my machine
BTW), and you THINK you want photo realistic gfx?  ROFLMAO.

I would settle for the small things someone already mentioned, like toe in
damage, wall riding bug eliminated by actually having the wall rip the car &
Tires apart like it would in real life if you rode the wall.  but even with
these thing you trade off the ability to have a decent race... Hell even now
most of the morons online with all the driving aids and other things still
cant handle any track but Dega...  Daytona is a stretch of their abilities,
and don't dare goto a real track like Darlington or Richmond...  you know
what I mean too.

I like that the game is somewhat scale -able but I don't see papy or anyone
for that matter ever going hard core, like they got burned on GPL.  Which is
a shame, because this Genre of game (NASCAR version) could have really used
the SUPER ***.


> On Mon, 17 Mar 2003 20:17:11 -0500, "Joe Saxon"

> >Boy, not too demanding are we? This game is the best auto racing sim
period
> >and has the best physics and graphics to date and you still feel the need
to
> >ask for better in a patch? Huh.......

> I'd like to see lap times in the sim that are at least within a second
> of real life at each track.  As it stands I can shatter lap records on
> my 3rd lap at tracks I haven't driven in over a year.  This wouldn't
> be a big deal if it weren't for the speeds at the plate tracks
> reaching near pre-restrictor plate levels.  In real life the fastest
> tracks are Atlanta, followed by Michigan and California, then
> Talladega and Daytona.  In the sim the fastest tracks are the plate
> tracks, followed by Michigan California and then Atlanta.  The grip at
> Atlanta is completely off as I've read numerous reports by drivers who
> say that they keep the gas all the way down for the first few laps on
> new tires because there's so much grip there.  I'd like to see Papyrus
> use real telemetry data to model the car behavior at each track since
> that was a big selling point for N2003.  It's bad if a casual fan of
> the sport can immediately see that the speeds are off by wide margins.

> The damage model could be much better, I'd like to see fenders rub
> against tires, slight damage around the radiator causing overheating
> problems, etc.  I'd like to see the addition of random tire punctures
> when a tire is overheating excessively.  Debris on the track would be
> nice as well.  Brake wear would be pretty cool too.  I don't think
> I've seen a single instance where hitting the wall caused problems
> with the front toe, which happens every damn week in the real sport.
> Just little details any racing fan would pick up on after watching a
> race or two.

> Graphically it's good, so I can't say much about that.  It has a very
> GP4 like quality which I consider a good thing, pleasant colors etc.
> Wish things were desaturated a bit as in any PC game but at least the
> colors are pleasant.  Not necessarily a graphical addon per se, but
> rain would have been a great addition as well as red flags and such
> plus simply racing in it on the road courses.

> It's the best driving sim ever made.  I'm just saying it could be
> better.

> SERIOUS SUGGESTION:

> ----------
> One thing that I don't think would be out-of-line to ask for is the
> ability to edit horsepower, drag, and torque in the track.ini files
> just as we can now edit grip.  It would rule to be able to sit down
> with some race footage and get laptimes and corner/straight speeds in
> line with reality by tweaking a few variables.  I'm thinking of a
> multiplier like we have for grip now, but for torque, drag, and
> horsepower.  It would be cheat-proof since the track.ini is specified
> by the server and not the client.

> We now have:

> track_asphalt_grip = 1.00
> track_concrete_grip = 1.00

> I'd also like to see:

> track_drag = 1.00
> track_hp = 1.00
> track_accel = 1.00

> I don't expect this sort of thing to be implemented, but I don't think
> it's unreasonable either.
> ----------

> Jason

Ed Solhei

Official NR2003 Patch Thread

by Ed Solhei » Thu, 20 Mar 2003 04:16:41

All complaints?

Read again my friend.... - those were suggestions or wishes if you like.
(Well allright, some of them were complaints too - but it's not like I'm
likely to use the sim any less because of them..)

Incase you've missed it... "we" will never be happy - that is a fact (as
well as a side-effect of evolution).

As for GPL...  - I have not touched that for years.

--
ed_

"Warmgas" said:

Ed Solhei

Official NR2003 Patch Thread

by Ed Solhei » Thu, 20 Mar 2003 04:24:19

"Jan Verschueren" said:

Aahh...  but then *you* have a problem my friend...   :-)

Seriously..  it's not that big of a problem imo... *but*, having said that
though - it would be nice if they could fix the bug and/or add an option
that allow the driver to "remove" all pit-service in one go.

--
eD_

Ed Solhei

Official NR2003 Patch Thread

by Ed Solhei » Thu, 20 Mar 2003 04:30:21

1. The new tire pre-heating feature seems to be inconsistent from track to

AFAIK, it is supposed to be that way..  The pre-heating is an effect of
tires being heated by the sun (as they lay in the pits/garage area).. So the
hotter the temperature/better the weather - the hotter your tires will be.

--
ed_

jon

Official NR2003 Patch Thread

by jon » Thu, 20 Mar 2003 05:48:34

thats a good one. if you don't stay on your toes you will rear end them
every time.


Joe Saxo

Official NR2003 Patch Thread

by Joe Saxo » Thu, 20 Mar 2003 05:49:42

Ok, got ya. Stay off the wall!! ; )

Joe


> The only problem I have with it is you can't drive off the wall in a turn
> without having to crank the wheel to an extreme and when it let's go of
the
> wall you lose the rear end.  It unrealistically 'sticks' you to the wall
on
> the turns IMO.

> -Tim



> > > *PLEASE* make wall riding penalty a switchable option!

> > > Regards,

> > > Mark

> > What's the issue here? When I hit the wall my car slows down even if I
> keep
> > the gas floored. How is this an issue?

> > Joe

Dave Henri

Official NR2003 Patch Thread

by Dave Henri » Thu, 20 Mar 2003 06:16:47

"Ed Solheim"
   Haven't you guys heard of Game Commander or other voice command
products?  yak in your microphone..."tires...space...space..."  done...no
changes...or "gas...less...less."  1/2 can only.  It drives the wife nuts
too..."Who are you talking to down there????"
 lol
dave henrie
Jason Moy

Official NR2003 Patch Thread

by Jason Moy » Thu, 20 Mar 2003 06:58:33

On Tue, 18 Mar 2003 16:41:45 +0100, "Ed Solheim"


>As for the AI's - I'de rather see then use their time on other things...  I
>hav'nt raced them much since i discovered Hawaii back in '96 anyway. The
>future is multiplayer so if it were up to me they could drop the AI's all
>together.

I dunno.  I like to see multiplayer improvements but I don't think
we're at a point yet where a game can abandon single player and still
be successful.  Without seeing real statistics, I'd imagine the
percentage of people who buy any racing sim and play it online is
still tiny.

I didn't put it in my other post but a toggle in the race options for
the wall ride "fix" should have been added like 6 versions of NR ago.

Jason

Jan Verschuere

Official NR2003 Patch Thread

by Jan Verschuere » Thu, 20 Mar 2003 07:13:51

Yes, but this requires driving with headphones (crappy ones at that, because
professional headsets don't come with stereo headphones) and I don't like
driving with headphones.

I got the technical ability to solve this sort of thing, but I'd rather
drive in my spare time than tinker with switches and keyboard encoders and
such.

Jan.
=---

John Simmon

Official NR2003 Patch Thread

by John Simmon » Thu, 20 Mar 2003 08:09:46


My whole point is that most oft he breakdowns that occurr can be
fixed in time for us to go back out and turn some laps, but the sim
doesn't give us a chance to repair it.  Add to that the fact that you
get an incident when your car just breaks on it's own (a breakjkdown
that requires you to retire), and the system simply sucks.

Schoone

Official NR2003 Patch Thread

by Schoone » Thu, 20 Mar 2003 08:32:44

You can easily buy a boom mic with no headphones, one came with Game
Commander when I bought it.



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