now how would you do that.
now how would you do that.
Same old from me ....
1. Realistic AI car pit strategy. Leaders pit together, cars don't pit for
tires with very few laps left unless the fuel is exhausted. I have
submitted code fragment and simulation program with algorythms detailing the
model I suggest. So, I am serious about this one as a must fix. I am
surprised others don't list this - hasn't everyone seen a leader pit with 2
laps to go at Dover (or other track)? Some randomization is a good thing,
but N2 does nothing to consider track position etc. in the random pit
algorythm.
2. No black flag for speeding in the pits when you DON'T stop. This will
not penalize a driver for spinning into the pits when he/she gets hit or
loses it. No big deal, but seems like a simple and good change. The
argument against it is a driver who goes through the pits to gain time on
the track. However, I have not seen any tracks that allow better lap times
through the pits - so this is a weak argument against this change.
3. More random cautions. Seems that N1 had a caution every 20 laps. Now
its every 150 laps. In real racing, cautions are more sporadic. You
might see 10 cautions in 100 laps and no cautions for the next 300 laps. At
the short tracks too many AI cars lose a lap because of the lack of
cautions. This is ok sometimes - but not always. This is not too big a
deal - just a suggestion.
4. 2 - wide restarts with lap cars on the inside.
All of these changes are simple to implement and would enhance the realism
of gameplay. Graphics enhancements are nice - but most motorsports sim
fanatics concentrate on driving not sight seeing - so these are secondary.
We do...at Michigan
Bart
1 button keystroke for pit changes. Its a pain to be racing and have to
slap all of those keystrokes for your pit adjustments.
I think he was referring to cars cutting through the pits to try to better
their qual attempts on certain tracks.
> (Lots of good suggestions snipped.)
> > 7) Penalize any car that exceeds the pit road speed limit during
> > qualifying.
> There isn't a pit road speed limit in RL qualifying... The speed limit
> is a safety issue to prevent/reduce human injury to pit crews in pit
> lane. Thus, it's not needed, nor enforced, during qualifying.
> ---Jim
>Bart
>>How about having actual bumps on the track
On Mon, 06 Oct 1997 15:53:51 -0500, David Martin
The first thing I would make would be Brands Hatch and then start
bugging "The Pits" guys for another TPTCC conversion. I doubt Brands
Hatch would meet with the approval of any NASCAR guys, waaaay too many
right-hand corners.
Cheers!
John Wallace
Producer of electromigration in CPUs
On Tue, 7 Oct 1997 15:56:01 -0400, "Tom Hansen"
I'm coming into the pits and make a mistake with my braking and slide
in too quickly over the line. Rather than stopping and taking a
penalty I go straight through and stop again next time around. I still
lose time, but nothing like as much as I would have lost taking the
stop/go penalty that I should have received.
I see your point though and have been caught out/annoyed by this in
the past. You'd need to work something in there which decided if the
car was under control or not.
Cheers!
John
> Same old from me ....
> 1. Realistic AI car pit strategy. Leaders pit together, cars don't pit for
> tires with very few laps left unless the fuel is exhausted. I have
> submitted code fragment and simulation program with algorythms detailing the
> model I suggest. So, I am serious about this one as a must fix. I am
> surprised others don't list this - hasn't everyone seen a leader pit with 2
> laps to go at Dover (or other track)? Some randomization is a good thing,
> but N2 does nothing to consider track position etc. in the random pit
> algorythm.
> 2. No black flag for speeding in the pits when you DON'T stop. This will
> not penalize a driver for spinning into the pits when he/she gets hit or
> loses it. No big deal, but seems like a simple and good change. The
> argument against it is a driver who goes through the pits to gain time on
> the track. However, I have not seen any tracks that allow better lap times
> through the pits - so this is a weak argument against this change.
> 3. More random cautions. Seems that N1 had a caution every 20 laps. Now
> its every 150 laps. In real racing, cautions are more sporadic. You
> might see 10 cautions in 100 laps and no cautions for the next 300 laps. At
> the short tracks too many AI cars lose a lap because of the lack of
> cautions. This is ok sometimes - but not always. This is not too big a
> deal - just a suggestion.
> 4. 2 - wide restarts with lap cars on the inside.
> All of these changes are simple to implement and would enhance the realism
> of gameplay. Graphics enhancements are nice - but most motorsports sim
> fanatics concentrate on driving not sight seeing - so these are secondary.
Quentin
--
-/\_
+ -/\ \___ --==>
Quentin Christensen ####//_\\___\_ +
You must make your enemy your bud -\/ _/ + --==>
and all will be well... -\/
http://www.ozramp.net.au/~minx/index.html
On Thu, 09 Oct 1997 22:25:56 +1000, Quentin Christensen
>Quentin
Mike Basden
Remove *nospam* for e-mail replies.
>I would like to see a 'mode' (like with the function keys for fuel, tire
>temp etc) which will tell you the car that is physically in front of you
>(ie not the guy one position ahead of you, but the guy physically 10
>feet ahead of you.
>Quentin
>--
> -/\_
> + -/\ \___ --==>
>Quentin Christensen ####//_\\___\_ +
>You must make your enemy your bud -\/ _/ + --==>
>and all will be well... -\/
>http://www.ozramp.net.au/~minx/index.html
Tim
>> Same old from me ....
>> 1. Realistic AI car pit strategy. Leaders pit together, cars don't pit
for
>> tires with very few laps left unless the fuel is exhausted. I have
>> submitted code fragment and simulation program with algorythms detailing
the
>> model I suggest. So, I am serious about this one as a must fix. I am
>> surprised others don't list this - hasn't everyone seen a leader pit with
2
>> laps to go at Dover (or other track)? Some randomization is a good
thing,
>> but N2 does nothing to consider track position etc. in the random pit
>> algorythm.
>> 2. No black flag for speeding in the pits when you DON'T stop. This will
>> not penalize a driver for spinning into the pits when he/she gets hit or
>> loses it. No big deal, but seems like a simple and good change. The
>> argument against it is a driver who goes through the pits to gain time on
>> the track. However, I have not seen any tracks that allow better lap
times
>> through the pits - so this is a weak argument against this change.
>> 3. More random cautions. Seems that N1 had a caution every 20 laps. Now
>> its every 150 laps. In real racing, cautions are more sporadic. You
>> might see 10 cautions in 100 laps and no cautions for the next 300 laps.
At
>> the short tracks too many AI cars lose a lap because of the lack of
>> cautions. This is ok sometimes - but not always. This is not too big a
>> deal - just a suggestion.
>> 4. 2 - wide restarts with lap cars on the inside.
>> All of these changes are simple to implement and would enhance the
realism
>> of gameplay. Graphics enhancements are nice - but most motorsports sim
>> fanatics concentrate on driving not sight seeing - so these are
secondary.
>I would like to see a 'mode' (like with the function keys for fuel, tire
>temp etc) which will tell you the car that is physically in front of you
>(ie not the guy one position ahead of you, but the guy physically 10
>feet ahead of you.
>Quentin
>--
> -/\_
> + -/\ \___ --==>
>Quentin Christensen ####//_\\___\_ +
>You must make your enemy your bud -\/ _/ + --==>
>and all will be well... -\/
>http://www.ozramp.net.au/~minx/index.html
>>35) Give us a track editor. Then leave it up to RaceSet to enforce
>>whether tracks are genuine or not.
>>David Martin
>>Producer of RaceSet
>What does Raceset have to do with whether a track is "genuine" or not?
>So what is envisaged is that everytime anyone creates a track then it
>must be submitted to the the ivga people for their "official"
>sanction? No thanks, I'll just take the track editor! Leave it up to
>download statistics to tell you which tracks are good and which ones
>aren't. All you'd end up with would be 50 squillion dodgy copies of
>Daytona and Indy with one or two people turning out really good
>versions of more interesting tracks.
>The first thing I would make would be Brands Hatch and then start
>bugging "The Pits" guys for another TPTCC conversion. I doubt Brands
>Hatch would meet with the approval of any NASCAR guys, waaaay too many
>right-hand corners.
>Cheers!
>John Wallace
>Producer of electromigration in CPUs