rec.autos.simulators

NT 2004

Haqsa

NT 2004

by Haqsa » Wed, 14 May 2003 01:16:11

Some stuff about NT 2004 here:  http://www.racesimcentral.net/
William Bradsha

NT 2004

by William Bradsha » Wed, 14 May 2003 01:24:46


> Some stuff about NT 2004 here:  http://www.racesimcentral.net/

Wow, thanks for posting this, Haqsau!

Here's the few items that gets me e***d:

- "PC-Specific Game Engine: PC drivers enjoy a new physics engine that
provides an authentic NASCAR simulation. Realistic vehicle dynamics
accurately model tire grip and wear patterns, handling and suspension,
and collisions."

Let's hope they get a tire model on par with Papy's, and much more
realistic physics.

- "New PC Career Mode: For the first time, PC gamers get the challenge
of managing teams, including sponsorships, car construction, R&D, and
car setups."

Finally! This has been my dream for a PC NASCAR title, and they're
finally going to deliver. Bless 'em. I just pray it's as good as the PS2
version of NT2003.

- "Vertex Damage Effects: In the improved damage model, every impact is
unique as individual car damage models are rendered on the fly."

Nice to see them working on damage even more, as it's really lacking in
what we have.

- "Amazing Visual Effects: Race through spectacular crashes with car
fragments and flying sparks. Car parts on the track will damage vehicles
if struck, and shadows cast by track objects are visible on car bodies."

All excellent ideas if they're done in a realistic manner.

and

- "Sense of Speed: Greater volume of trackside items, more things
"flying" by, and more shadow reflections on the car bodies and track
surface."

Before they get to the trackside stuff, they need to be working on
properly modelled tracks. If they can do that, then I'll be really
impressed with this.

Maybe in this version they'll get things done right. Ping dev's: player
NR2003!

Mucho props to EA.

-Will

William Bradsha

NT 2004

by William Bradsha » Wed, 14 May 2003 01:27:52

Might I add, what they have planned for the AI e***s me, too. In
NT2003, it's nice to see 'em look like they're on the edge of control.
Couple that with AI who are not afraid to put a bumper on ya, and it
could make for some exciting damn racing for us offline racers.

-Will

Ed Solhei

NT 2004

by Ed Solhei » Wed, 14 May 2003 02:57:13

And a whopping 16 player multiplayer code! WOW!

OH - Come on EA!   GPL had 20 players - and that was *5* [five!] years ago!

Like I've said to others... if you as a bare minimum can't even match that -
you're not even trying.

"Easy to Connect Network and Online Play: Revamped system allows up to 16
competitors to easily connect via LAN or online to battle in single race
mode. With **broadband**, up to 16 players can connect with text chat and
matchmaking by GameSpy"

--
ed_

William Bradsha

NT 2004

by William Bradsha » Wed, 14 May 2003 03:30:45


> And a whopping 16 player multiplayer code! WOW!

> OH - Come on EA!   GPL had 20 players - and that was *5* [five!] years ago!

> Like I've said to others... if you as a bare minimum can't even match that -
> you're not even trying.

> "Easy to Connect Network and Online Play: Revamped system allows up to 16
> competitors to easily connect via LAN or online to battle in single race
> mode. With **broadband**, up to 16 players can connect with text chat and
> matchmaking by GameSpy"

> --
> ed_

I think everyone is well aware of the ***netcode that befalls ISI. So,
I'm sure no one is expecting the excellent netcode that Papy has in
their sims. Honestly, I'm not sure /what/ their hang up is in that area.

Sure, it's horrible for the online players, but at least they're
attempting to make a good simulation for us folks without broadband to
enjoy online play. I'm glad they're trying to make the single player
experience better than anything Papy ever attempted, too (aka Season
Mode vs. proposed Career Mode).

With Papyrus out the door for god knows how long, EA will be the big
sh*t in the NASCAR PC sim market (unless NASCAR Heat: Dirt to Daytona
comes onto the PC *wink wink*). On that note, they better not***up.
My advice to 'em: listen to the ideas of the people who are going to buy
your software.

-Will

Mitch_

NT 2004

by Mitch_ » Wed, 14 May 2003 03:41:08

EA's hang-up is they don't want to give it away free.  Online *** in
their minds is a monthly service charge.

Mitch



> > And a whopping 16 player multiplayer code! WOW!

> > OH - Come on EA!   GPL had 20 players - and that was *5* [five!] years
ago!

> > Like I've said to others... if you as a bare minimum can't even match
that -
> > you're not even trying.

> > "Easy to Connect Network and Online Play: Revamped system allows up to
16
> > competitors to easily connect via LAN or online to battle in single race
> > mode. With **broadband**, up to 16 players can connect with text chat
and
> > matchmaking by GameSpy"

> > --
> > ed_

> I think everyone is well aware of the ***netcode that befalls ISI. So,
> I'm sure no one is expecting the excellent netcode that Papy has in
> their sims. Honestly, I'm not sure /what/ their hang up is in that area.

> Sure, it's horrible for the online players, but at least they're
> attempting to make a good simulation for us folks without broadband to
> enjoy online play. I'm glad they're trying to make the single player
> experience better than anything Papy ever attempted, too (aka Season
> Mode vs. proposed Career Mode).

> With Papyrus out the door for god knows how long, EA will be the big
> sh*t in the NASCAR PC sim market (unless NASCAR Heat: Dirt to Daytona
> comes onto the PC *wink wink*). On that note, they better not***up.
> My advice to 'em: listen to the ideas of the people who are going to buy
> your software.

> -Will

Ric Seyle

NT 2004

by Ric Seyle » Wed, 14 May 2003 03:46:13

What does charging for online racing have to do with the
ability to fill an online race with the appropriate number
of people? ;-)


>EA's hang-up is they don't want to give it away free.  Online *** in
>their minds is a monthly service charge.

>Mitch




>>>And a whopping 16 player multiplayer code! WOW!

>>>OH - Come on EA!   GPL had 20 players - and that was *5* [five!] years

>ago!

>>>Like I've said to others... if you as a bare minimum can't even match

>that -

>>>you're not even trying.

>>>"Easy to Connect Network and Online Play: Revamped system allows up to

>16

>>>competitors to easily connect via LAN or online to battle in single race
>>>mode. With **broadband**, up to 16 players can connect with text chat

>and

>>>matchmaking by GameSpy"

>>>--
>>>ed_

>>I think everyone is well aware of the ***netcode that befalls ISI. So,
>>I'm sure no one is expecting the excellent netcode that Papy has in
>>their sims. Honestly, I'm not sure /what/ their hang up is in that area.

>>Sure, it's horrible for the online players, but at least they're
>>attempting to make a good simulation for us folks without broadband to
>>enjoy online play. I'm glad they're trying to make the single player
>>experience better than anything Papy ever attempted, too (aka Season
>>Mode vs. proposed Career Mode).

>>With Papyrus out the door for god knows how long, EA will be the big
>>sh*t in the NASCAR PC sim market (unless NASCAR Heat: Dirt to Daytona
>>comes onto the PC *wink wink*). On that note, they better not***up.
>>My advice to 'em: listen to the ideas of the people who are going to buy
>>your software.

>>-Will

--
Ric Seyler
Online Racing: RicSeyler
GPL Handicap 6.35

http://www.racesimcentral.net/~ricseyler
--------------------------------------
"Homer no function beer well without."
- H.J. Simpson
Haqsa

NT 2004

by Haqsa » Wed, 14 May 2003 03:56:22

Personally I'm very encouraged.  As much as I like NR 2003 I don't think
it's a very good single player experience.  There is a huge frame rate
penalty for the AI and yet despite the amount of CPU they use the AI are
still stone stupid on the road courses.  ISI's AI isn't perfect either but
it doesn't have as big a performance penalty and it seems a bit more
human-like to me.

For people that have to have multiplayer NR 2003 will probably continue to
be the standard for the next few years but it isn't necessarily going to be
the only game in town anymore - see the thread Damien Smith started called
"ISI's new net code - some info".  Based on the release dates it seems
reasonable to assume that NT 2004 will get any improvements that were made
for F1 Challenge.



> > And a whopping 16 player multiplayer code! WOW!

> > OH - Come on EA!   GPL had 20 players - and that was *5* [five!] years
ago!

> > Like I've said to others... if you as a bare minimum can't even match
that -
> > you're not even trying.

> > "Easy to Connect Network and Online Play: Revamped system allows up to
16
> > competitors to easily connect via LAN or online to battle in single race
> > mode. With **broadband**, up to 16 players can connect with text chat
and
> > matchmaking by GameSpy"

> > --
> > ed_

> I think everyone is well aware of the ***netcode that befalls ISI. So,
> I'm sure no one is expecting the excellent netcode that Papy has in
> their sims. Honestly, I'm not sure /what/ their hang up is in that area.

> Sure, it's horrible for the online players, but at least they're
> attempting to make a good simulation for us folks without broadband to
> enjoy online play. I'm glad they're trying to make the single player
> experience better than anything Papy ever attempted, too (aka Season
> Mode vs. proposed Career Mode).

> With Papyrus out the door for god knows how long, EA will be the big
> sh*t in the NASCAR PC sim market (unless NASCAR Heat: Dirt to Daytona
> comes onto the PC *wink wink*). On that note, they better not***up.
> My advice to 'em: listen to the ideas of the people who are going to buy
> your software.

> -Will

Mitch_

NT 2004

by Mitch_ » Wed, 14 May 2003 03:57:18

What is the "appropriate" number of people?  Some of the best online races Ive had only included 3-4 equal drivers.  

My point is EA's support for internet *** (so far as auto sims) has been patchy at best.  This leads me to believe long term EA wants a *** service of sorts.  We all know they COULD have included online support for some years now.  The question becomes why havent they?  

Mitch

  What does charging for online racing have to do with the
  ability to fill an online race with the appropriate number
  of people? ;-)

Ric Seyle

NT 2004

by Ric Seyle » Wed, 14 May 2003 06:53:01

I would think the appropriate number of people
is what the real world races start. :-)


> What is the "appropriate" number of people?  Some of the best online
> races Ive had only included 3-4 equal drivers.

> My point is EA's support for internet *** (so far as auto sims) has
> been patchy at best.  This leads me to believe long term EA wants a
> *** service of sorts.  We all know they COULD have included online
> support for some years now.  The question becomes why havent they?

> Mitch



>     What does charging for online racing have to do with the
>     ability to fill an online race with the appropriate number
>     of people? ;-)



--
Ric Seyler
Online Racing: RicSeyler
GPL Handicap 6.35

http://www.racesimcentral.net/~ricseyler
--------------------------------------
"Homer no function beer well without."
- H.J. Simpson
Ed Solhei

NT 2004

by Ed Solhei » Wed, 14 May 2003 07:14:05

Well,  that is what my "problem" is then - I have to have multiplayer..
The point of singel player mode gamin died for me "the minute" I experienced
"Hawaii" for the first time..

To me going back to "SP" equals that of going back to a world without the
net - now that you've used and experinced it.

--
ed_

"Haqsau" said:

William Bradsha

NT 2004

by William Bradsha » Wed, 14 May 2003 07:31:29


> Personally I'm very encouraged.  As much as I like NR 2003 I don't think
> it's a very good single player experience.  There is a huge frame rate
> penalty for the AI and yet despite the amount of CPU they use the AI are
> still stone stupid on the road courses.  ISI's AI isn't perfect either but
> it doesn't have as big a performance penalty and it seems a bit more
> human-like to me.

No kidding, dude. While I enjoy the AI Papy have written for their
NASCAR titles, it's my opinion that they still suck. Why do I think
this? I never feel like I'm racing against a person with emotions. I
want to see AI react to my bump 'n run ("I just did a bump 'n run for
the lead, and all you can think about is /dip/?"). If I'm the faster car
and capable of leading the train, they should tuck in behind me and stay
close. On-track strategy is what they're missing, I think. They don't
know when to conserve and go along for the ride, and when it's the right
time to race. It also appears to me, at least, the cars don't look like
they're on the edge of control. NASCAR Thunder 2003 has this. I wonder
if Tiburon has simulated tire contact for each AI. Do you have any idea
about this?

However, Tiburon doesn't get all the glory here, either. Their AI never
want to work with me, either, at least until it's too late for 'em. The
actual aggressiveness should be interesting to see, instead of Papy's
number that dictates which driver has more cajuna's.

On the same topic, I've found the performance between NR2002 and NT2003
to be the same in wreck situations: low fps. I dislike how long it takes
to load the tracks and simulate AI qualifying in NT2003, too.

Agreed. The fact remains that NR2003 was pretty much designed for online
play, not offline, and that's where the bulk of the players will be. The
AI and lack of single player stuff seems to prove this, IMO.

Right now, Papyrus has shown how to do things correctly in regards to
physics, tire model and track modelling. If, and it's a mighty big if,
Tiburon can sit down, play NR2003 and see why it's so successful among
simmers, they may be able to get a handle on how they should approach
their title. Undoubtedly, it's going to require a lot of damn work. But
starting with a career mode is a good start to give players something to
work towards in their virtual racing careers. Imagine running a online
league where everyone has to worry about sponsors, car setups AND R&D. I
highly doubt they're going to offer that in the next iteration, because
they're unable to let players have a full 43 car grid online. But maybe
in the next 5 years we could see it happening.

In the end, I don't care what they offer for eye candy. If they can't
accurately simulate racing a 700+ horsepower Cup car with 42 other AI,
then I'm not going to be impressed with them calling it a simulator.
Anything less, to me, is an arcade game with pretty junk to look at.

But at least it'd be an arcade game with a career mode. ;)

-Will

Mike Grand

NT 2004

by Mike Grand » Wed, 14 May 2003 07:35:29

Same here.


Haqsa

NT 2004

by Haqsa » Wed, 14 May 2003 07:52:22

I don't think that's true.  Look at their non-racing games, like Battlefield
1942 and Medal of Honor.  Both have free online ***.  Look at the failure
of Motorcity Online.  EA is not likely to try that again.  They may be slow
getting the message, but they are getting it.


<<  This leads me to believe long term EA wants a *** service of sorts.

Haqsa

NT 2004

by Haqsa » Wed, 14 May 2003 09:22:07

I have been doing the multiplayer thing for years in the shooter world and
I'm fed up with the jackasses that I run into online.  From what I hear
online racing sounds even worse, unless you have time for a league, which I
don't.  To me going back to a world without the net means going back to a
world without whiny smartass foul mouthed ***agers who are badly in need of
a good whooping.



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