The WWW site for Papyrus has a suggestions coments section.
Assuming they read the comments I imagine there would be the best
place to post suggestions although I admit that would be difficult
on a simulation sight-unseen.
Bill
The WWW site for Papyrus has a suggestions coments section.
Assuming they read the comments I imagine there would be the best
place to post suggestions although I admit that would be difficult
on a simulation sight-unseen.
Bill
I explained this in a private e-mail to Eric, but I'll post here as well.
We do use outside beta testers. Part of the issue we face is managing the
beta testers. Though we have grown quite a bit this year (we were at 46
people on January 1; I think we're up to 95 now), it takes significant
manpower to work with dozens of outside beta testers. And believe me, we
have requests to be beta testers from more than a few dozen people :-).
We have a core group that we've used since the original IndyCar Racing,
and we do look at applications for new beta testers from time to time, but
we can only handle so much.
Rick Genter
Technical Lead, IndyCar Racing II/NASCAR Racing for Macintosh/Windows
Papyrus Design Group, Inc.
I also have a question as well as a suggestion for you.
Firstly, in Indycar 2 and future releases, can you make sure that the
switch for linear/non-linear steering is not just that but is rather
a variable which you can tune so that you can get the steering just
right. I use a formula T1 and the linear option is a bit too sensitive
while the non-linear setting is much too insensitive. The reason I am
mentioning this is because it is VERY critical to have this setting
right in order for the games' handling to feel right. However, from what
I understand, the sensitivity of the steering would vary based on such
factors as the computer's speed, the steering wheel set up you're using,
your game card, the setting on your game card if it is a smart game card,
etc. Therefore,while the sensitivity you use may seem right on your
computers, chances are it won't be right for many others and the simple
linear/non-linear it too coarse to get it how it should be. Instead, we
have to settle for something which is almost right, but which does
detract from the enjoyment of the game compared to what it would be if
the sensitivity was "just right". This adjustment is actually very
important and I wouldn't even bother to mention it except that you
did not include it on either indycar or nascar. Exponentiality needs
to be fully adjustable, just like steering lock and everything else.
Further, I don't think it would be at all difficult to implement
and people will find the game easier to play and much more enjoyable.
Now for the question. On the creative labs page, it mentions that
papyrus is contracted to develop software for the 3D blaster. Does this
mean that Indycar 2.0 will be supported? Or will you be releasing a later
version with support or will it only be on indycar 3.0?
Also, can you give the guys on rec.autos.simulators some advice
regarding these new 3D boards coming out. For instance, will Papyrus
only be supporting the 3D blaster? If you will be using the Windows 95
direct draw and 3D APIs or whatever, will any 3D board work as well
assuming its specifications are adequate? Or will the 3D blaster be the
board to get since that is the board you had in mind when programming,
so that it will provide a better fit between program and hardware?
Do you have any other advice concerning 3D boards? (You don't have
to answer that question now, but everyone would appreciate input from
a developer of 3D games regarding the relative merits of different
3D boards).
Can you also confirm whether the 3D blaster replaces your existing
graphics card. Considering that people are still posting "Need good
video card for Nascar..." I think they would appreciate being informed
with regards to the 3D card situation to save themselves from going out
and buying a Hercules Stingray or Tseng Labs for $500 or whatever
only to find out next week that they need a 3D card and will be
throwing their present graphics card in the cupboard.
Yours sincerely,
Dennis.
This is a common misconception. We read all of the inputs (joystick,
keyboard and mouse) at a constant 30Hz.
The speed of the computer is irrelevant.
On the creative labs page, it mentions that
papyrus is contracted to develop software for the 3D blaster. Does this
mean that Indycar 2.0 will be supported?
<<<
IndyCar Racing II does not have direct support for the 3D Blaster.
Also, can you give the guys on rec.autos.simulators some advice
regarding these new 3D boards coming out. For instance, will Papyrus
only be supporting the 3D blaster?
<<<
No, I can't. First of all, I don't even know what all of the 3D boards are
that we are looking at. We have a tools
group responsible for that. Part of my work on IndyCar Racing II was to
restructure our core game engine so that
we could more easily drop new rendering engines into it; it's up to the
tools group to do that. Second of all,
it would really be inappropriate for me to recommend any one manufacturers
board over another. All I can say
is that we are monitoring the industry, we have announced agreements with
various manufacturers, and we
will continue to keep track of what everyone (including Microsoft) is
doing.
Rick Genter
Technical Lead, IndyCar Racing II/NASCAR Racing for Macintosh/Windows
Papyrus Design Group, Inc.