rec.autos.simulators

Jim......NRO Question

motisk

Jim......NRO Question

by motisk » Wed, 12 Mar 1997 04:00:00

I was just wondering if the beta test will eventually open up to us on

hawaii like hawaii did back in april?  I know its a long shot from now

but I'm just eager to see what nascar2 will do on a hawaii type deal.

Also one idea i really hope they try to add to multiplayer racing will

be the ability to get back into a race.  when we get the boot we should

be able to log back in it already has our userid in the race just give

the password and get back into it.  start from the pits like you were in

the garage and rejoin the race.  i also would like to see a few of these

in a future release:

a higher groove.  i know the ability to pass is there now but some of

these tracks the high groove is the quicker i.e. atlanta this week.

the player have more breakdowns than just an engine.  i know in gp2 ive

had my transmission hang in gear maybe we can loose a gear that be

cool.  

i was one for double file restarts but i can't imagine some of these

multiplayer races with double file starts.  single file starts is an

expierience in itself at some of these tracks...

how about a blown tire?

and i still think we lose tires to easy on this game.  in real nascar

how many times have you actually seen a tire completely fly off when ya

hit the wall?  they have inner liners as well which should make it

easier to get back to the pits.  

for the sim part lets have more ways to tweak the setups.  maybe an

advanced version like gp2 has.  no matter what all drivers"multi" have

the same horse power ect. i think somehow we should be able to figure

out or try to find some horse power.  dont flame me on this one im just

dreaming.

i still think it be cool to be able to pull behing pitwall for repairs

on breaks or stuff.  and to beable to pull into victory lane myself.

also we should be able to radio in the amount we want to take on the

next stop. this way we will be able to throw the fuel calculations back

into the equation..  

the big thing is trackbar adjustments now.  add this to the garage.

flips not necessary would be nice but i think if you had it that you

would be able to slide backwards easier it would be cool.  i cant tell

you how many times ive hit the grass at dega and try to spin it 180

degrees but couldnt.  

also how come the replays dont show damage anymore?  ive hit the wall

head on and on the replay the car still looks good.  not important but

just a question..  

how about changing weather?

rnadom pit stalls.  

how about letting the pace car pick the field up low or something i dont

know how many times on hawaii i seen guys hit the pace car trying to get

back to take the yellow.

im sorry but i think the only time you should get charged with an

incident is when you have heavy damage or your out. i think spinning and

bringing out a yellow should not give you an incident.  hell i picked up

14 incidents in 1 martinsville race.  which i remeber was i was involved

in like 2 wrecks.  i know some others picked up 10 inicents which was

only 1 wreck.

i know i have more shit i just cant think right now...

-Brian Motisko

Jim Sokolo

Jim......NRO Question

by Jim Sokolo » Wed, 12 Mar 1997 04:00:00



(Is there any way you can set your news agent to NOT double space?)
(I read and considered all of them; I'm just commenting on a few...)

In a sense, it's already there for human players. (We haven't run
Atlanta yet in house in multiplayer, but I can assure you that the
fast guys in our in-house league ran the high groove at Atlanta. [I
know, because I could never get my car to work up there, and thus was
regularly shown the tail end of the leader as he lapped me..])

Double file restarts is a very important part of the "show" in Winston
Cup, and we'd certainly like to capture that. The problem has always
been that it's hard enough to teach the AI (and the humans sometimes)
to close up in a single line, let alone trying to get them all to get
into the proper double file at one lap to green...

I think there's actually two problems here: it's not easy enough to
cause a tire to go flat from hitting the wall, but it's too easy to
tear it completely off. (Some of our IndyCar slip showing there no
doubt...)

I'd like to incorporate something like this, but it's very difficult
to make it fair, (so that someone with a regular life still has a
chance against someone who never sees the sun...) :-)

Of course.

Once you're on the grass, and have no rotational momentum, it's hard
to get a real car to spin on the grass. Likewise, if you get in the
grass spinning in a real car, it's difficult to get it to stop
spinning. (I should know, as I put a Skip Barber Formula Dodge car in
the wall after spinning through some grass; that thing actually seemed
to accelerate once I left the pavement, and I was purely a passenger
as my***pit filled up with dirt and grass... :-( )

Do you have damage turned on? If so, it should; if not, your car is
indestructible, so the replay correctly reflects that.

Yeah; this needs to change for future products...

I disagree completely on this one. Incident points are a measure of
driver safety and skill; if you are on the track spinning regularly,
you are not as safe a driver as someone who doesn't spin, and
therefore, you should be assessed an "incident" for each spin.
Anything you do to bring out the yellow should also be counted as an
incident (perhaps not blowing a motor), as excessive yellow flags are
annoying, and drivers causing them should be penalized. (Those are
just my opinions, but they sure seem logical to me...)

---Jim Sokoloff, Papyrus

Darin Car

Jim......NRO Question

by Darin Car » Wed, 12 Mar 1997 04:00:00


> I was just wondering if the beta test will eventually open up to us on

> hawaii like hawaii did back in april?  I know its a long shot from now

> but I'm just eager to see what nascar2 will do on a hawaii type deal.

> Also one idea i really hope they try to add to multiplayer racing will

> be the ability to get back into a race.  when we get the boot we should

> be able to log back in it already has our userid in the race just give

> the password and get back into it.  start from the pits like you were in

> the garage and rejoin the race.  i also would like to see a few of these

This is a great idea.  I know that many Hawaii drivers get seriously
peeved when they get booted either during a long run out front or during
qualifying. If it's during qualifying, they could log back on and be put
at the end of the grid, as if they wrecked their primary car.  If it's
during a race, as if they had a mechanical problem and went to the
garage to fix it.  Many people would say, "What's the point, you're
already X laps down?" But if you're in a league, many laps down, you can
still earn points that could mean the difference between a championship
and 2nd place.

Don't give up, don't EVER give up !   - Jim Valvano

Darin Carr

Tom Hanse

Jim......NRO Question

by Tom Hanse » Wed, 12 Mar 1997 04:00:00

I run high at Atlanta and can make it work.  Also, I can pull off a high
pass
at places like Dover - although it requires getting off and back into the
gas at
precise times to avoid smacking the wall.  Also, it requires my modified LP
files,
since the AI cars will not run a consistent line with the original AI.
However,
the AI cars are really poor up high.  I have tried to fix this at many
tracks and
have been somewhat successful at Dover - but that is about it.  There needs
to be some physics modelling changes to allow the AI cars to pull faster
through
the corners by running at a higher RPM.  Also, the cars slow too much in
the
corners at some tracks like Talladega - this being particularly true in the
higher
groove.  Although I can make a pass up high at Talladega (using modified LP
files), I cannot draft up high because the AI cars are too slow up there.
The AI
cars also have tendency to run you into the outside wall - although with
some LP file
changes this can be improved somewhat.

This seems to be a pretty simple algorythm to code.  The spotter can tell
the human driver where to go and that is that.  The game certainly knows
exactly where each car is running.  You might need to impliment a pass
while pacing line to allow the AI cars to pass each other to get into
position
during the pace lap - but that should not be a big problem either.

I would like to see a horsepower tweak somewhere in the game that would
effect all the cars globally.  This would allow me to run a Saturday Busch,
ARCA or other race at slightly reduced speeds - like they really do.  This
seems very easy to implement.  

Yeehaa.  Did Skip get pissed off ??

Works for me.

Also, the pace car needs to pick up the field on the back stretch close to
turn 3
or maybe even into turn 4 at some tracks.  Currently you run into the back
of the
field at a lot of tracks.

I agree with Jim.  Someone who spins a lot is likely to collect me and I
would
rather slow down and finish last than cause wrecks.

/THansen

David Spark

Jim......NRO Question

by David Spark » Wed, 12 Mar 1997 04:00:00


>>for the sim part lets have more ways to tweak the setups.  maybe an
>>advanced version like gp2 has.  no matter what all drivers"multi" have
>>the same horse power ect. i think somehow we should be able to figure
>>out or try to find some horse power.  dont flame me on this one im just
>>dreaming.
>I'd like to incorporate something like this, but it's very difficult
>to make it fair, (so that someone with a regular life still has a
>chance against someone who never sees the sun...) :-)

I assume you mean for online competition. That could be as simple as just
having another selection for car setup in the race nomination screen:
Unlimited; Limited, IROC (Ace, Fast, Easy). The "Limited" selection would
allow adjustments similar to what we currently have, "Unlimited" would
allow the full range.

Fantastic!

Ouch!!! I hope you took the damage waiver... ;)

Jim, there's a bug I reported to Charlie where replays of practice runs
don't save damage or lap time records.

As an online league admin, I agree entirely, Jim. There is a direct
correlation between the laps/incident ratio and the ability of a driver to
finish well. The higher the L/I ratio, the more likely the driver will have
a higher average FP as well. It's most certainly a measure of the skill of
the driver, not only in terms of being able to control the car, but also in
being able to size up a bad situation occuring in front of him and reacting
accordingly. I think this part of the skill system is working very well.
I'm looking forward to the improvements in the NRO that will put the one
track wonders back where they belong.

Dave

motisk

Jim......NRO Question

by motisk » Wed, 12 Mar 1997 04:00:00

I agree with you guys about being peanalized for inccident i just meant
when your in a wreck only be charged with 1.  i know a few guys got
caught up in something and was charged 10 incidents for the one wreck.
me concern is because thats what i focus on my l/i and laps completed.
so if i get caught up in something and for some reason i get charged 10
incidents there goes my l/i .  but to keep the laps completed % up when
ya get the boot we should definately be able to get back into a race
even if we do lose a few laps getting back in....

-Brian

Mike Radl

Jim......NRO Question

by Mike Radl » Thu, 13 Mar 1997 04:00:00


>As an online league admin, I agree entirely, Jim. There is a direct
>correlation between the laps/incident ratio and the ability of a driver to
>finish well. The higher the L/I ratio, the more likely the driver will have
>a higher average FP as well. It's most certainly a measure of the skill of
>the driver, not only in terms of being able to control the car, but also in
>being able to size up a bad situation occuring in front of him and reacting
>accordingly. I think this part of the skill system is working very well.
>I'm looking forward to the improvements in the NRO that will put the one
>track wonders back where they belong.

Good points Dave. Your league is a quality league with quality drivers so
the L/I ratio is more reliable than it would be for someone who runs mainly
pickup races. I would like to add that the L/I ratio is also a measure of
the quality and quantity of your competition. My recent experience running
in a league that has 32+ good drivers at every race (so far) has taught me
that no matter how good these guys are, 32 drivers on a short track means
lots of action! If I happened to like pickup races at Bristol with 30 cars
I'm sure I could never expect to have an L/I ratio greater than 10.

IMHO, if a driver happens to be at one of the extreme ends of the L/I scale,
it is a good indication of his ability. For the vast majority of drivers in
the middle...well... it's not a very useful statistic. When the stat is
confined to a set of league races it's ok. I don't advocate scrapping the
system. I'm just voicing some of my thoughts. Do I currently have a better
idea... well... no. :-)


Member - Hawaii Ace League http://www.dithots.org/hal

Bill Jenki

Jim......NRO Question

by Bill Jenki » Thu, 13 Mar 1997 04:00:00



>>As an online league admin, I agree entirely, Jim. There is a direct
>>correlation between the laps/incident ratio and the ability of a driver to
>>finish well. The higher the L/I ratio, the more likely the driver will have
>>a higher average FP as well. It's most certainly a measure of the skill of
>>the driver, not only in terms of being able to control the car, but also in
>>being able to size up a bad situation occuring in front of him and reacting
>>accordingly. I think this part of the skill system is working very well.
>>I'm looking forward to the improvements in the NRO that will put the one
>>track wonders back where they belong.

>Good points Dave. Your league is a quality league with quality drivers so
>the L/I ratio is more reliable than it would be for someone who runs mainly
>pickup races. I would like to add that the L/I ratio is also a measure of
>the quality and quantity of your competition. My recent experience running
>in a league that has 32+ good drivers at every race (so far) has taught me
>that no matter how good these guys are, 32 drivers on a short track means
>lots of action! If I happened to like pickup races at Bristol with 30 cars
>I'm sure I could never expect to have an L/I ratio greater than 10.

>IMHO, if a driver happens to be at one of the extreme ends of the L/I scale,
>it is a good indication of his ability. For the vast majority of drivers in
>the middle...well... it's not a very useful statistic. When the stat is
>confined to a set of league races it's ok. I don't advocate scrapping the
>system. I'm just voicing some of my thoughts. Do I currently have a better
>idea... well... no. :-)


>Member - Hawaii Ace League http://www.dithots.org/hal

   I liked to run Talladega (not league)...No matter how hard I tried, I would
always end up qualifying at, highest, 15th or so.  That was at near 197 mph!  
Everyone above me was doing 200, 201, 203, 207, and I even saw a 210 once.  
Unfortunately, that put me mid-pack at Talladega, which isn't a good place to
be racing.  Time after time, I'd end up in the middle of a big mess.  I tried
starting fast...didn't work.  I'd run right into some guy turned sideways.  I
tried starting slow...didn't work.  I'd end up being hit in the back by a
group.  I tried going to the wall and stopping, and maybe everyone would go by.
 Didn't work.  A group of six spinning cars would fling up towards me.  I tried
going to the grass...didn't work, again!  More cars would spin down onto me.  
Irrespective, I soon got a pretty sick L/I ratio, even though I had never
caused an accident myself.  The only time I will say I caused one was at
Atlanta, where myself and another driver ran side-by-side (remember Rusty and
Dale at Richmond?) for lap after lap.  I don't know if he thought I'd back off
or what, but he tapped me just enough to get me sideways, and I did just that,
45 degrees into his left door.  The guy went straight into a wall, causing a
horrible mess.  I got 2nd in that race...:)  But L/I isn't a good measure for
anyone but the guy who's TRYING to start trouble.
Michael E. Carve

Jim......NRO Question

by Michael E. Carve » Thu, 13 Mar 1997 04:00:00


: >for the sim part lets have more ways to tweak the setups.  maybe an
: >advanced version like gp2 has.  no matter what all drivers"multi" have
: >the same horse power ect. i think somehow we should be able to figure
: >out or try to find some horse power.  dont flame me on this one im just
: >dreaming.
: I'd like to incorporate something like this, but it's very difficult
: to make it fair, (so that someone with a regular life still has a
: chance against someone who never sees the sun...) :-)

If we are talking about NRO, how about having different "leagues" for
advanced tweakers.  If someone is running in a league which doesn't
support advanced setups, the "server" simply adjusts those to the
default settings.  I hope that in NRO the server is looking for "unfair"
and illegal tweaks and either nulls them out to the default or boots the
cheater off the system.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Mike Schreine

Jim......NRO Question

by Mike Schreine » Thu, 13 Mar 1997 04:00:00

  I hope that in NRO the server is looking for "unfair"

My vote is for "boots them off the system"- not only set-up tweaks but
"irregular" connections as well.
I think that there are people out there who can do some "neat" things
with the packets that are sent from
their machine to the system.

Mick in Tampa
--

Mike Schreiner
http://pages.prodigy.com/CNSRL      #3 = #8 in '97!!!!!!!!!!!!

Justin Rya

Jim......NRO Question

by Justin Rya » Thu, 13 Mar 1997 04:00:00

That should read the MID to HIGH line.
Sorry



Justin Rya

Jim......NRO Question

by Justin Rya » Thu, 13 Mar 1997 04:00:00

I can run high at Atlanta, too.  My best time was set running time to high
line (184.54 is the best I could do at Atlanta)

motisk

Jim......NRO Question

by motisk » Fri, 14 Mar 1997 04:00:00



> : >for the sim part lets have more ways to tweak the setups.  maybe an
> : >advanced version like gp2 has.  no matter what all drivers"multi" have
> : >the same horse power ect. i think somehow we should be able to figure
> : >out or try to find some horse power.  dont flame me on this one im just
> : >dreaming.
> : I'd like to incorporate something like this, but it's very difficult
> : to make it fair, (so that someone with a regular life still has a
> : chance against someone who never sees the sun...) :-)

> If we are talking about NRO, how about having different "leagues" for
> advanced tweakers.  If someone is running in a league which doesn't
> support advanced setups, the "server" simply adjusts those to the
> default settings.  I hope that in NRO the server is looking for "unfair"
> and illegal tweaks and either nulls them out to the default or boots the
> cheater off the system.

> --
> **************************** Michael E. Carver *************************
>      Upside out, or inside down...False alarm the only game in town.

> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

I agree that there should be no cheaters or tweaking outside the game.
i just mean more options to mess with.  besides if your going to be up
front on the system then you will be preparing for it anyway.  im just
saying we are really limited and i agree with the full fuel deal on
starting but in the race it self we should be able to control the amount
we want to take on instead of the crew chief automaticaly doing it.  i
think calculating fuel in this game makes online racing much more
exciting.....
Kai Fulle

Jim......NRO Question

by Kai Fulle » Fri, 14 Mar 1997 04:00:00

Jim:

David:

me:
I agree w\ this. Plus there are always "quick fix guides" and downloadable
setups to help those beginers get off the ground.  

---

So we're getting a track bar adjustment jim?

Jim:

David

Why not have certain point levels for differant types of wreks and also who
started it. If driver A,B.C.D and E wreck in turn 3 and driver F comes
along w\ no where to go should he be penilized?

David Spark

Jim......NRO Question

by David Spark » Fri, 14 Mar 1997 04:00:00


<snip>
>>IMHO, if a driver happens to be at one of the extreme ends of the L/I scale,
>>it is a good indication of his ability. For the vast majority of drivers in
>>the middle...well... it's not a very useful statistic. When the stat is
>>confined to a set of league races it's ok. I don't advocate scrapping the
>>system. I'm just voicing some of my thoughts. Do I currently have a better
>>idea... well... no. :-)

I didn't see your original reply, Mike, so I'll reply here: I think you're
right. Once you get to mid-pack, the L/I reflects that there are a lot of
aggressive drivers who cause incidents and less aggressive drivers who get
caught up in them. It's really interesting to note that many mid-pack
drivers just can't seem to finish anything longer than a sprint race
without hitting a wall at least once. If you can't keep your car off the
walls for 100 laps, you don't have a chance of keeping it away from other
cars when you're racing side by side.


Talladega is a special case. Because of the restrictor plate, the cars
qualify and race very close together. One small slip in qualifying can drop
you from the pole to 20th. Drivers who don't have the driving skills to
qualify well at any other track often find themselves in the Top 5.
Hopefully the N2 Talladega track will

If you want to run pickup races and avoid the massive pileups, run on a
track that rewards driving skills like Dover or Rockingham.

Dave Sparks
IWCCCARS Project: http://www.theuspits.com/iwcccars
Late Night League: http://www.sequoia-dev.com/Hawaii/latenite.html
Hawaii Handle: davids


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