rec.autos.simulators

Papyrus' Multiplayer BBS

Cameron I

Papyrus' Multiplayer BBS

by Cameron I » Thu, 05 Jan 1995 07:38:16

Hi all!!

I sent off an e-mail message to Papyrus wondering if they were going to be
setting up some sort of network facility whereby you can have 40 or 33 human
players racing each other in NASCAR or Indycar Racing at the same time. I
know this can be done, since Kesmai Corporations Air Warrior supports up to
150 human players at the same time.
In the reply, they told me they would be setting up a Multiplayer BBS in the
coming American Spring.
Apparently in the US version of the game the registration card contains a
question asking if the buyer would be interested in some information
regarding this multiplayer BBS. The 'World' version (as Papyrus calls it)
does not have this question on the registration (at least it didn't with the
one my friend has got), so I sent off another message asking if I could have
some information anyway.
The reply that I got I thought was rather disappointing.
They said that this Multiplayer BBS would be a modem based service, not an
Internet based one in the same way that Air Warrior is set up, meaning that
if people outside the USA want to use it, they will be facing rather large
(a bit of an understatement) phone bills for the privilege.
I am quite sure that a large percentage of owners outside the USA would be
interested in this multiplayer BBS, so why don't those of us outside the
states start e-mailing Papyrus regarding access to this multiplayer BBS via
the Internet. I'm sure a bit of leaning on Papyrus might make them

In no way am I saying that Indycar and NASCAR Racing are bad games, I am
saying that there is a world outside of the USA keenly interested in having
access to some of their privileges.

Ciao for now,

Cameron..

--
     _________  ___  ___        

   /  /  /  / /         |          BAYERISCHE MOTOREN WERKE -
  /__/__/__/ /__/|__/|__|      ** THE ULTIMATE DRIVING MACHINE **

Peter Burk

Papyrus' Multiplayer BBS

by Peter Burk » Fri, 06 Jan 1995 02:03:06



>Apparently in the US version of the game the registration card contains a
>question asking if the buyer would be interested in some information
>regarding this multiplayer BBS. The 'World' version (as Papyrus calls it)
>does not have this question on the registration (at least it didn't with
the
>one my friend has got), so I sent off another message asking if I could
have
>some information anyway.

I heard about the planned BBS, but I did not have any such info in my US
registration materials, nor did anything else in the manual mention it.

they do that because that is the only way to avoid the rather long delay
times
in data transfers across the internet or similar networks.

Basically - unless they set up a machine in your area, it will not work.

If you have ever played Indycar or NASCAR on a bad phone line with just 2
players, you'll know how much data is moving across that line in
real-time.

The demand for fast uninterrupted transfers is the main reason why
you can't even play with 2 people across teh internet with IHHD. No
problem
to play Falcon 3 or other low-data transfer games across teh net, but for
a
racing sim you'll have to wait till the internet gets a major overhaul -
it's just to damn crowded out there!

Saba

Papyrus' Multiplayer BBS

by Saba » Tue, 10 Jan 1995 16:43:31



>I heard about the planned BBS, but I did not have any such info in my US
>registration materials, nor did anything else in the manual mention it.
>>The reply that I got I thought was rather disappointing.
>>They said that this Multiplayer BBS would be a modem based service, not an
>>Internet based one in the same way that Air Warrior is set up, meaning that
>>if people outside the USA want to use it, they will be facing rather large
>>(a bit of an understatement) phone bills for the privilege.
>they do that because that is the only way to avoid the rather long delay times
>in data transfers across the internet or similar networks.

[snip]

Indeed.  I was able to do some rather thorough testing with IndyCar via IHHD
from one building to another via our campus backbone.  Sending the large
amount of data neccesary to run IndyCar in packets, even on a closed system
was virtually unplayable.  If you've ever been unfortunate enough to hook up
via modem and get a delay of .40-.49 (at .50 it always disconnected us) you'll
know how difficult it is.  With net data packets, it was even worse.  :(

Ralf Southard

NASSCAR Team Baywatch/UHU
(National Association of Simulated Stock Car Auto Racing series)


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