--
Steve
"You'll have to speak up, I'm wearing a towel"
> All very nice - but will they have weather that can change? I've not seen
> the weather stay at 70 degrees for 3 hours before
> Doug
--
Steve
"You'll have to speak up, I'm wearing a towel"
> All very nice - but will they have weather that can change? I've not seen
> the weather stay at 70 degrees for 3 hours before
> Doug
Luke
-=87=-
Just out of curiosity.....how much programming time, and cpu time would it
take to model a dynamic track surface.......this is basically what everyone
is asking when they ask for two raceable lines. you have to model variable
banking within the same turn, variable grip across the racing surface, and
numerous other things I'm probably forgetting to mention. As far as drafting
goes, NASCAR WC cars ARE a poor drafting model. All you hear week in, and
week out for 36 races is "My car was REAL tight in traffic" "With this aero
package we have, you just cant pass" Yet when they give us that in a "game"
(or sim) we cry cause we cant lap the fields any more, let alone pass the
guy in front of us. I agree 02 was far from perfect, (I actually liked
driving N4 better. )but its still far and away the best simulation of a NWC
series on the market. I'll be in line to buy 03 when it hits the shelves as
well. Until someone comes up with something better, I'll race it, and be
glad we have something better than EA's NASCAR XXXX.
Just remember no matter how accurate it is, you'll never feel g forces on
your office chair, so you'll never know for sure just how accurate it really
is.
TK
> Geez Dave, guess it's not "GPL" you're allergic to, it's "Papy" :-)
GPL is fine, it's some of it's fans I'm allergic to.
I only missed one RASCAR race, so I certainly appreciate N2002. As John and
John have pointed out, it has some fairly serious weak points that I doubt
are going to be addressed.
Things like a weak damage model and cars flipping over when bumped at 20 mph
need to be fixed.
David G Fisher
SB
> Luke
> -=87=-
> > Hey Everyone!
> > I stopped by Papy.com and they have a new video with in game
shots...looks
> > pretty nice!
> > Check it out!
The flipping at 20mph a problem with the physics model - the problem
there is with collision detection when combined with online
connection stability. Think about how hard it is to get flipped in
an offline race under the same circumstances - almost impossible
comes to mind.
> > Things like a weak damage model and cars flipping over when bumped at 20
mph
> > need to be fixed.
> The flipping at 20mph a problem with the physics model - the problem
> there is with collision detection when combined with online
> connection stability. Think about how hard it is to get flipped in
> an offline race under the same circumstances - almost impossible
> comes to mind.
Marc
- Physics still not quite right, particularly tire model.
- People don't know how to drive the outside line (not directed at you
specifically, but maybe it is more difficult than people realize. For
example I noticed most real life drivers when running outside still enter
and exit along the middle line).
- On speedways people won't run with you on the outside line, and if you are
out of the draft you are out of the race.
- The outside line only works on speedways IRL so it shouldn't be expected
to work on short tracks.
Couldn't agree more. We had this issue in our league for a while and now we
run 2 wide all the time. Just takes learning how to do it and having a few
cars to help in that line.
> - Physics still not quite right, particularly tire model.
> - People don't know how to drive the outside line (not directed at you
> specifically, but maybe it is more difficult than people realize. For
> example I noticed most real life drivers when running outside still enter
> and exit along the middle line).
> - On speedways people won't run with you on the outside line, and if you
are
> out of the draft you are out of the race.
> - The outside line only works on speedways IRL so it shouldn't be expected
> to work on short tracks.
> > Just out of curiosity.....how much programming time, and cpu time would
> it
> > take to model a dynamic track surface.......this is basically what
> everyone
> > is asking when they ask for two raceable lines. you have to model
variable
> > banking within the same turn, variable grip across the racing surface,
and
> > numerous other things I'm probably forgetting to mention.
-Tim
> > Things like a weak damage model and cars flipping over when bumped at 20
mph
> > need to be fixed.
> The flipping at 20mph a problem with the physics model - the problem
> there is with collision detection when combined with online
> connection stability. Think about how hard it is to get flipped in
> an offline race under the same circumstances - almost impossible
> comes to mind.
> -Tim
> > > Things like a weak damage model and cars flipping over when bumped at
20
> mph
> > > need to be fixed.
> > The flipping at 20mph a problem with the physics model - the problem
> > there is with collision detection when combined with online
> > connection stability. Think about how hard it is to get flipped in
> > an offline race under the same circumstances - almost impossible
> > comes to mind.
Also, I sure hope they fix the AI to have only lead lap cars at the front of
the pack after a restart near the end of the race. A yellow with 10 laps to
go for example, all lapped cars are supposed to go to the end of the line in
single file restarts. IMO, that is the most annoying oversight with the NR
series.
-Tim
> > As far as N2003, if the above isn't addressed a LOT, it might not be a
> > step forward either, except in eye candy(big deal).
> Just out of curiosity.....how much programming time, and cpu time would it
> take to model a dynamic track surface.......this is basically what everyone
> is asking when they ask for two raceable lines. you have to model variable
> banking within the same turn, variable grip across the racing surface, and
> numerous other things I'm probably forgetting to mention. As far as drafting
> goes, NASCAR WC cars ARE a poor drafting model. All you hear week in, and
> week out for 36 races is "My car was REAL tight in traffic" "With this aero
> package we have, you just cant pass" Yet when they give us that in a "game"
> (or sim) we cry cause we cant lap the fields any more, let alone pass the
> guy in front of us. I agree 02 was far from perfect, (I actually liked
> driving N4 better. )but its still far and away the best simulation of a NWC
> series on the market. I'll be in line to buy 03 when it hits the shelves as
> well. Until someone comes up with something better, I'll race it, and be
> glad we have something better than EA's NASCAR XXXX.
> Just remember no matter how accurate it is, you'll never feel g forces on
> your office chair, so you'll never know for sure just how accurate it really
> is.
> TK
As far as the drafting model, you're missing the point completely.
It's to strong, not to weak, as you think I'm implying.
John
Other sims, especially Heat, had better(the best imo), track
representations than any Nx title.
John
> - Physics still not quite right, particularly tire model.
> - People don't know how to drive the outside line (not directed at you
> specifically, but maybe it is more difficult than people realize. For
> example I noticed most real life drivers when running outside still enter
> and exit along the middle line).
> - On speedways people won't run with you on the outside line, and if you
are
> out of the draft you are out of the race.
> - The outside line only works on speedways IRL so it shouldn't be expected
> to work on short tracks.
> > Just out of curiosity.....how much programming time, and cpu time would
> it
> > take to model a dynamic track surface.......this is basically what
> everyone
> > is asking when they ask for two raceable lines. you have to model
variable
> > banking within the same turn, variable grip across the racing surface,
and
> > numerous other things I'm probably forgetting to mention.