Ruud....
The VR 1.2.1 beta patch allows much more than just allowing VR to run in
Win2K.
It also allows more detailed (more polygon) cars and tracks (I think the
Win2K thing was kind of a "smokescreen" for that fact). It also
substantially improves the sound reproduction on many 3D sound cards.
There's a few other things you can do to VR to improve your enjoyment
running it:
**Viper Executable Switches:
Add "-nointro" and "-nocanary" allows VR to be launched without the CD
and bypasses the VR Intro Movie (launches you directly to the main UI
screen). The format is as follows: "C:\Sierra\Viper Racing\Viper
Racing.exe"[spc]-nocanary[spc]-nointro
**Drive the Viper GTS-R in Quick Race Mode:
Download the Viper GTS-R patch and place it in the VR "Data" folder.
Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the list
of available cars, and you'll be driving 760 hp, Dodge Viper (winged) GTS-R
race car in Quick Race Mode. (Note: You must select the Viper GT car each
time you enter VR, it will not remember that selection on subsequent
launches of the sim.)
**Set AI Strength:
Of course, after selecting the Viper GTS-R race car above, you will be
stomping the AI cars into the ground on all race tracks. That will be fun
for a while, but soon prove boring, if you love racing. So, you can allow
all the VR AI drivers to race you with the Viper GTS-R "race car" as well,
by making the following changes in the VR "options.cfg" file found in the VR
Config folder:
Using "notepad" or a suitable "text" editor - search the options.cfg
file for a line that reads as follows:
"opponent_strength = x" where x = either the value 1, 2, or 3
(depending on how you have it selected in the UI screens for AI opponent
strength. If you change this number (x) to a "6" (numeric 6), then the AI
will now be driving winged Viper GTS-R race cars along with you....and they
will be back to their old nasty, aggressive selves again!
**Race Against Larger AI Fields:
Back to the VR "options.cfg" file again, search for the line that
says:
"ai_car_count = x" If you have selected the max number of
opponents from the standard UI race set up screen, this "x" will have a "7"
in its place. Change the 7 to a 14 and you now have 14 of those nasty
"Ramirez and Sanchez" AI buggers to race against (also in GTS-R race cars).
Set the race realism to "simulation," put on full damage and run 20 lap
"long" races against 14 VR AI drivers running Viper GTS-R race cars and
you've just put yourself into major-league-challenge space again., in terms
of being able to actually win races! You will have to carefully pick your
passing opportunities, run near perfect racing lines and plan a race
strategy that involves patience.....in order to beat these guys! Good luck.
**Turn On The VR Spotter Voice:
VR always had this option, but many did not use it. I am in the
process of creating new spotter voices that will be easier to hear and
understand. In the meantime, you can turn on the "stock" VR spotter voice
(which I believe I remember from my VR beta testing days to be none other
than, Mr. Dave P. himself. Dave is a little weak of voice, and lacks that
distinctive European accent (they don't have spotters in sports car racing
that have southern accents like N4) reminiscent of Mr. Bell or Mr. Daily.
But, he does an adequate job of telling you when you've cleared an
opponent's front fender(s).....so I always use him.
**Other Cars VR Editing Tools:
For quite some time, VR has allowed "hacks" into the cars data files
that allow importing of just about any car, race car, truck or vehicle you
can imagine....into VR in race-able form. Many of these cars are SCGT
conversions, some are 3D creations of note, with their own cockpits and race
engine sounds and are quite remarkable. One of the best sources for VR
"hack" cars is at:
http://rdvr.btwracing.com/
This site is run by a long-term VR user named "Iceman" who is a talented 3D
car modeler and graphics artist. You can also find all kinds of VR hack
tools and utilities at his website. He's also a pretty likable guy who will
help you learn to do VR editing if you want to have a go at that (for fun).
I have recently (two weeks ago) acquired the tools necessary to create new
VR race car cockpits, 3D models and all.....from scratch. My first VR
cockpit project will be to produce the "racing cockpit" of the ALMS Viper
GTS-R race cars. I can handle all the graphics textures, I'm looking for
someone with 3D modeling tools (3ds max would be good) to "partner up" with
me for re-doing the VR cockpit 3D model. There's lots we can do and we
should certainly be able to approach N4 level for VR cockpits.
Anyone wishing to assist in this project with the 3D modeling, please send
me an email at: tmpa...@home.com
At the same time, I will be re-doing all the VR engine sounds, although the
stock engines for VR are pretty good if you know how to tweak your SBLive
sound card's "environmental sound effects" well enough.
I believe Dave P. has recently released a rather esoteric "track editing"
tool for VR that requires you to think, sleep and eat....in hex. Of course,
someone will figure out a nice little utility to make this bugger work
intuitively, and hopefully some of the talented GPL community track editors
can have a field day making new race tracks for Viper Racing (I think that
was Dave's plan in the first place). I am looking into purchasing MultiGen
with its Road Builder add-on......just to make tracks for VR!
Isn't it amazing what some people are doing to bide their time until WSC
comes out? Well, heck. As soon as I'm done with creating new high-res
tracks for all my favorite GPL tracks (amazing what can be done to GPL
tracks when you run a 1.x GHz AMD platform with a GF3).....which is about 30
years worth of work I believe.....I can start in with doing the same for
VR...which is indeed, a worthy opponent to GPL's car physics model, in my
opinion. Not as good, but certainly engaging as a car racing sim....it
would be my vote for the #2 spot behind GPL for older racing sims (N4 is the
best, IMHO).
Appeal To Dave P. ***********
Can you give us VR "race.bin" that will allow running a higher
resolution than 1024? Or is it not that simple? If we need to edit the
textures, we'll do that too. I'm running VR currently on an AMD 1.4 GHz
(oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3
card......4xFsaa......with forced-4-anistropic filtering (which finally
fixed that screwing mip-mapping you guys hated so much of the track
lines)......at VR benchmarks (that push the "game engine max FPS) at 50 to
51 FPS. So, there's plenty of headroom in these level "race boxes" for
higher screen resolutions, you know?
Also, if you could provide us with a way to tune up the controls and
steering for the "airplane"....that would be nice. It would be useful for
navigating VR track worlds when we start editing track textures. Please? I
know you guys had more accurate ways of flying around the VR
tracks......Dave B. said so, and he never lies!).
Dave, maybe we can make Viper Racing into the racing sim you guys were
never allowed to make......by Sierra, just because they couldn't admit to
screwing up the licensing for all the other sports cars you guys had created
for Viper (although, that was not the name it was going to be released
as....with 8 sports cars like the Lambo, Pantera and others). To bad, it
would have kicked SCGT's butt all the way to Bangkok and back! Could you
maybe hack into Garcia's computer some night after work and dig out all
those physics codes for the other "VR" sports cars, and accidentally post
them on the Internet for a few hours? That would be helpful.
Has anyone started a "VREA".....kind of like GPLEA? No? We need one.
Then maybe we could produce an SCGT-like sim with tons of road racing tracks
(real reproductions of the real road racing track greats around the world)
with the pretty awesome car physics of VR..........running some of those
"boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers) and we
could all get off Chris and Tony's back so they can take their time and
finish WSC the way the want to.
Wouldn't that be cool.
Regards,
Tom
PS: I will post the link to the VR GTS-R "race car" cockpit when its
done....here.
PSS: I am just about done with the GPL Watkins "Fall Colors" track. I
know, I know....there's a whole bunch of them around the net......but I'd
already started doing this to "learn and test" the new high-res graphics
technique I discovered.....(with some help of M. Beran and a couple
others)....so I was going to see it through to the finish. I don't know if
its better than the other versions, that's not for me to judge. I do know,
there's not a single texture file in GPL Watkins that I've not totally
repainted and re-textured from scratch, in high-res 24 bit color. I've also
moved some TSO's and added some......and created a new "horizon" from
scratch (in car video of races at Watkins...that I have.....don't show any
surrounding "horizon" hills taller than your elevation on the WG track,
which I understand is on about the tallest hill in the area to start
with....perhaps that can be confirmed by someone who lives near WG ???
.....that's why I created new horizon files from scratch. I also got a hold
of Speedvision's "History Of Formula One Racing in the US" containing video
footage from several years of the USGP at Watkins.....so the signs and
building colors and so forth are now fairly accurate, within the limitations
imposed by the GPL programming, and the interpretation of the faded colors
from the film age, and the conversion from film to digital video). It is so
cool that we can finally get rid of all those silly "comic book" colors in
GPL tracks.....and create WSC-track-like versions of them all! Plus, the
GPL
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