rec.autos.simulators

Official Track Pack from Papyrus!!!!!

Mika Takal

Official Track Pack from Papyrus!!!!!

by Mika Takal » Sun, 25 May 2003 22:41:17



yes, I know. But in N4/N2002 the driving aids didn't make the car faster;
for experienced drivers it was always better without them. In N2003 the
computer really helps the driving, and can make a driver go faster.... with
a setup that cannot be even go round a lap withought spinning without aids!

Oh... I forgot to say that positive camper in RF significantly reduces the
tire wear. That is an example of a straightforward bug when compared to
N4/N2002.

yes, I understand the limitations of consumer games/sims induced by the time
and money (and market!) to make them. Bugs that seriously hamper online
racing and its atmosphere should, however, be corrected.

--
Mika Takala

Haqsa

Official Track Pack from Papyrus!!!!!

by Haqsa » Mon, 26 May 2003 00:02:46

It continues to say:

"We are incorporating components of our superb physics model for the PC with
the Havok physics engine for cross platform development. While our vehicle
model is considered to be the state of the art in the industry, we can
deliver a new level of high octane gameplay by incorporating the complete
Havok physics system. Future titles will benefit from a level of
interactivity not available in other racing titles," said Rich Reily,
General Manager of Papyrus Racing Games.

It's right there, plain as day, they will be using it for future cross
platform racing titles.


Haqsa

Official Track Pack from Papyrus!!!!!

by Haqsa » Mon, 26 May 2003 00:13:06

Positive *static* camber in the right front doesn't necessarily mean you
have positive *dynamic* camber in the corners.  I have not tried this trick
so I'm not going to claim it's legit, but it is conceptually possible.  If,
in addition to moving the weight back, you decreased the front spring
strength significantly but kept a big front bar, you could end up with
enough front compression in the banking to cause the front camber to go
negative.  Roll makes the outside tire camber dynamically go positive,
compression makes it dynamically go negative.  So big bars and soft springs
can make positive static camber work.  Have you tried it?  How does the RF
tire temp look?


Larr

Official Track Pack from Papyrus!!!!!

by Larr » Mon, 26 May 2003 02:26:31

Good grief, what track is this ?

Larry


Larr

Official Track Pack from Papyrus!!!!!

by Larr » Mon, 26 May 2003 02:28:55

The Hillside is a little boring, but that figure-8 is cool :)  It's a shame
they made it a plate track, which is truly ODD considering it's a fantasy
track!

Larry



> I like all three of these. High speed tracks with none of the tedious
stuff.

> David G Fisher



> > Papy has released a track pack of three fantasy tracks:

> > 1) A high-banked 1-mile oval

> > 2) A figure 8 (with an over/underpass)

> > 3) A 9 turn high-speed road course

> > It's a free download here:

> > http:/www.3dgamers.com

> > I have a feeling we're gonna have a replacement for kyalami on the
> > next off weekend!

Ed Solhei

Official Track Pack from Papyrus!!!!!

by Ed Solhei » Mon, 26 May 2003 03:23:56

Hmmm...  interresting to note that the file is called "trackpack_01"....
Perhaps there is more to come?

I still want the damn patch though!

--
ed_

Jan Verschuere

Official Track Pack from Papyrus!!!!!

by Jan Verschuere » Mon, 26 May 2003 07:17:02

Driving aids are not the physics.

Are you sure tyre wear was normal or accellerated in NR2002? -Tyre data is
indeed significantly different between the two versions, but that's just
numbers fed into the model, not the model itself (which stayed largely the
same AFAIK).

The tyres in the sim don't blister or chunk locally, the amount of
punishment exacted is somehow weighed and then translated into a certain
grip level and position of the wear indicator according to a translation
table. I.e. any abuse is distributed across the thread, which, possibly, is
why you (we) don't see the expected decrease in performance.

Like I implied before, the only way to really solve this is to play the game
properly and to only race those who do so as well.

I do think more aspects of the game should be under server control as
discussed on this group, but I also think it's not the developer's
responsibility to fix what ain't broken just because we're too chicken to
really police our races. Throw out exploiters and keep 'm out by using
invite lists, I say. Just isolate those who refuse to play ball with the
majority.

Jan.
=---

Jan Verschuere

Official Track Pack from Papyrus!!!!!

by Jan Verschuere » Mon, 26 May 2003 07:20:38

My bad... I'd not realised that paragraph was a continuation rather than a
seperate item.

Jan.
=---
PS.: so the layout of this news sections sucks too! <g>

John DiFoo

Official Track Pack from Papyrus!!!!!

by John DiFoo » Mon, 26 May 2003 12:18:23

On Fri, 23 May 2003 21:37:15 GMT, "Jan Verschueren"


>Besides... what's wrong with the physics? -I've heard (and agree with) a
>number of gameplay/implementation issues, but not problems with the physics
>themselves.

The draft is much too strong-you can go 10+ MPH above the
real-world speeds at the plate tracks if you get together with
4-6 other cars...

        JD

Wil

Official Track Pack from Papyrus!!!!!

by Wil » Mon, 26 May 2003 12:20:59


> Good grief, what track is this ?

Lowes.

> Larry



> > "Will" wrote...
> > > <snip>
> > > "what's wrong with the physics?".....well, when you
> > > can put positive camber in the right front, put all
> > > the weight back and run laps a half second faster
> > > than the track record...then, yes, there are some
> > > problems with the physics.  BTW, that's w/out aids.

> > Wake up and smell the coffee... this sort of stuff has been going on for
>  the
> > last 15 years (see also my reply to Mika). This is the "NR2003-trick". If
> > Papyrus produces a patch there will be a "NR2003 with patch-trick". Nobody
> > can stop this from happening.

> > As physics models get more complex it's simply impossible to stop glitches
> > from occurring. The only solution is to only race those you know play the
> > game properly.

> > Jan.
> > =---

John DiFoo

Official Track Pack from Papyrus!!!!!

by John DiFoo » Mon, 26 May 2003 12:22:43

On Sat, 24 May 2003 16:41:17 +0300, "Mika Takala"



>> Sorry to burst your bubble, but this has been possible in every racing sim
>> ever produced.

>yes, I know. But in N4/N2002 the driving aids didn't make the car faster;
>for experienced drivers it was always better without them. In N2003 the
>computer really helps the driving, and can make a driver go faster.... with
>a setup that cannot be even go round a lap withought spinning without aids!

     I find anti-lock braking less than worthless.  I have been
retraining myself to go without them, and am loving life-
before I would have to brake REALLY early to make a lot
of corners (esp. on road courses), as I would stutter and
bump along.
     Traction control, on the other hand...I'll drop that as soon
as I master using normal brakes...

        JD

Larr

Official Track Pack from Papyrus!!!!!

by Larr » Mon, 26 May 2003 13:55:03

The only time I use ABS is if I end up in a race on a Road Track I have no
time on at all.

Larry


> On Sat, 24 May 2003 16:41:17 +0300, "Mika Takala"


viestiss?

> >> Sorry to burst your bubble, but this has been possible in every racing
sim
> >> ever produced.

> >yes, I know. But in N4/N2002 the driving aids didn't make the car faster;
> >for experienced drivers it was always better without them. In N2003 the
> >computer really helps the driving, and can make a driver go faster....
with
> >a setup that cannot be even go round a lap withought spinning without
aids!

>      I find anti-lock braking less than worthless.  I have been
> retraining myself to go without them, and am loving life-
> before I would have to brake REALLY early to make a lot
> of corners (esp. on road courses), as I would stutter and
> bump along.
>      Traction control, on the other hand...I'll drop that as soon
> as I master using normal brakes...

> JD

cron

Official Track Pack from Papyrus!!!!!

by cron » Mon, 26 May 2003 17:11:46


Jan Verschuere

Official Track Pack from Papyrus!!!!!

by Jan Verschuere » Mon, 26 May 2003 20:02:17

Two things:

1) Every time you model something you have to simplify it. Aerodynamics is a
very complex subject that is not fully understood and "modelable",
regardless of how much time you got to calculate effects. Any implementation
in a game is going to be a gross simplification and will ignore all kinds of
spurious effects which annul part of the advantages in real life. Again we
got a case of whether to use RL data to feed the model and live with the
consequences of conditions being "too perfect" or fudging it so it matches
"real life".

2) The player has too much horsepower (when unrestricted) in the game.
Perhaps this translates to restricted running as well?

Jan.
=---

William Bradsha

Official Track Pack from Papyrus!!!!!

by William Bradsha » Mon, 26 May 2003 20:56:14


> 2) The player has too much horsepower (when unrestricted) in the game.
> Perhaps this translates to restricted running as well?

> Jan.
> =---

You bring up a good point. I remember reading that NR2003 offered
something like 50+ more horsepower than what today's stock car drivers
currently have. That would certainly explain beating track records and
possibly drafting speed (I'd couple this one with whatever aero changes
they made to the cars, too).

-Will


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