rec.autos.simulators

Jed I'm curious

Jo

Jed I'm curious

by Jo » Wed, 21 Feb 1996 04:00:00


>Boring?!
>Bl00dy hell, I wish I had as much spare time as you to spend on these
>tracks until they get boring! d8-)))

Well, I'm not saying I don't still enjoy the games. Every Papyrus
product I've ever bought has been well-worth the money, add-on
products or no add-on products. But I'm a junky for novelty, what can
I say.

Ditto.

Joe

Doug Bur

Jed I'm curious

by Doug Bur » Wed, 21 Feb 1996 04:00:00


> Exactly. A bit of an aside, I bought Need for Speed yesterday (and a
> Thrustmaster T2 steering wheel - yahoo!), and one of the deciding
> factors is that I heard there is a track editor on the net, and there
> will no doubt be a lot of tracks soon.

> Need For Speed is a _fantastic_ game, BTW, I'm surprised I haven't
> heard more about it. Of all the arcade racers, this one has the most
> realistic, heart-pounding, pedal-to-the-metal kind of feel. With the
> wheel/pedals combo I can use real-world driving techniques to recover
> from skids and so on. And it has superb built-in tracks. Over all,
> very impressive.

Joe,

I couldn't agree with you more (about Need For Speed)!  I'll be posting
any/all NFS tracks that I can find on my NFS page... (see sig for url).

Enjoy and be sure to sign up for the modem game registry!

Doug
--
=====
From the desk of Doug Burg, diehard *Cowboys* fan since the 70's

HTTP://members.aol.com/speed1racr/html/nfs_main.htm
"Remember: you can make $$$ or you can make excuses but you can't make
BOTH"

Fraser Mun

Jed I'm curious

by Fraser Mun » Wed, 21 Feb 1996 04:00:00

Actually, there is a train of thought that suggests that some
players would prefer a _limited_ number of tracks, so you get to
practise a few specific tracks in more depth. For example, Sega
constructed 9 circuits for the Virtua Racing arcade machine but
only included 3 of them in the finished version (this has been their
philosophy ever since). In any case, there is no point in Papyrus
throwing $$s at a circuit designer - it would be a commercial
flop as the amount of input required for a home user to create
a circuit (including the AI, of course) would be massive. Few
people (except for a small handfull on r.a.s) would be willing
to invest the time or effort in designing such circuits.

Fraser

Je

Jed I'm curious

by Je » Fri, 23 Feb 1996 04:00:00


>Rick has mentioned this many times, so I don't understand why you guys still
>can't grasp it.  Designing a track is not the simple task you make it out to
>be.  The tools used are complicated and very user-unfriendly.  Your average
>JoeBob Nascar fan just wouldn't be able to figure out how to use the tools,
> to put it nicely.

I don't know if you've been reading this thread from the start, but I
do understand the implications and how difficult it is.

My background is in 3D design using CAD systems and simplifying data
so that it can be bougt into software and used in a realtime model.

I never used one program to do this and had a mixture of commercial
packages and custom written tools to produce the final product.

Yes, the majority of users wont want to or be able to  create tracks
and there is no way you could create a simple, modular design program.

My point, and this is personal, is that we've had ICR1 and 2 and
Nacsar and my assumtion is that they are working on a different type
of sim or producing Nascar 2.

I felt that with ICR2 that, yes, it was a better physics model better
looking and tidier, but I already had all the tracks and was craving
something new.

I would liked to of seen some different tracks with ICR2, maybe just
one or two say.

Or if they want to put the hassle on to us and make some money, why
not publish a book with the track file specs in it?

Jed
The Pits
www.ukps.com/thepits
www.fwb.gulf.net/~jkohl/thepits

John Wallac

Jed I'm curious

by John Wallac » Fri, 23 Feb 1996 04:00:00



Oh please! So they just did it to amuse themselves one afternoon? They
are a business. and if they did this and never turned a profit than not
a very good one. Either they made money or they should charge more (or
less and get more sales).

I don't understand why YOU can't grasp it - when you consider what's
already been managed WITHOUT being told any of the track specs, it's
pretty obvious that you're SEVERELY underestimating the intelligence of
people racing these sims. The average fan doesn't need to understand it,
just a few people who will make good tracks. Just like the car
designers, the wheat will soon become separated from the chaff (sorry to
all you chaffs out there!).

John

                      _________________________________
          __    _____|                                 |_____    __
_________|  |__|    :|          John Wallace           |     |__|  |_________

  \     :|  |::|    :|       Team WW Racing TSW        |     |::|  |      /
    >   :|  |::|    :|_________________________________|     |::|  |    <
  /     :|__|::|____:/         -=Ayrton Senna=-        \.____|::|__|      \
/_______:/  \::/    Racing is in my ***, it's part of me   \::/  \._______\

Jo

Jed I'm curious

by Jo » Sun, 25 Feb 1996 04:00:00


>Rick has mentioned this many times, so I don't understand why you guys still
>can't grasp it.  Designing a track is not the simple task you make it out to
>be.  The tools used are complicated and very user-unfriendly.  Your average
>JoeBob Nascar fan just wouldn't be able to figure out how to use the tools,
> to put it nicely.

True, but he doesn't have to - if there's ten people on the internet
designing tracks (there must be ten bright power-user tech types among
the legions of Nascar and Indycar users) then JoeBob will have all the
tracks he'll ever need. All he needs to do is download them from the
net.

No, there is another alternative, which I'd like to propose to Papyrus
if anyone's listening here. I was in an identical situation with some
mapping software we developed and sold. Users wanted the map
importing/configuration program but we didn't want it out there
because we knew we couldn't support it. So we only distributed it to
_qualified_ users, and even then with an explicit license agreement
that we were supporting niether this program nor the data produced
with it. Seems like a good middle ground, which today wouldn't be that
hard to setup. Start with a simple survey form on a web page to gather
info on peoples' capabilities, follow up to a couple dozen of the good
ones with one phone call, and if they sound good and agree to the
license, off they go.

It's not as is Papyrus isn't going to benefit from this. There are
certain customers who are *** racers, deeply into the Papyrus
games because of the realism, and I suppose it wouldn't make much
difference to these folks. But there's a lot more folks out there too,
folks like me who are just racing junkies. I buy most new racing games
that come out, and no matter how good they are, sooner or later I get
bored with the tracks. I track editor (or the availability of public
domain tracks on the net) would extend the life and value of the games
immeasurably for me.

Joe

papa..

Jed I'm curious

by papa.. » Sat, 02 Mar 1996 04:00:00



>>Rick has mentioned this many times, so I don't understand why you guys still
>>can't grasp it.  Designing a track is not the simple task you make it out to
>>be.  The tools used are complicated and very user-unfriendly.  Your average
>>JoeBob Nascar fan just wouldn't be able to figure out how to use the tools,
>> to put it nicely.
>True, but he doesn't have to - if there's ten people on the internet
>designing tracks (there must be ten bright power-user tech types among
>the legions of Nascar and Indycar users) then JoeBob will have all the
>tracks he'll ever need. All he needs to do is download them from the
>net.
>>The only alternative is to spend millions of dollars redesigning the tools to
>>make them intuitive.  So if you folks want to scrape up a couple of Mil,
>>perhaps you could persude Papyrus to do this.
>No, there is another alternative, which I'd like to propose to Papyrus
>if anyone's listening here. I was in an identical situation with some
>mapping software we developed and sold. Users wanted the map
>importing/configuration program but we didn't want it out there
>because we knew we couldn't support it. So we only distributed it to
>_qualified_ users, and even then with an explicit license agreement
>that we were supporting niether this program nor the data produced
>with it. Seems like a good middle ground, which today wouldn't be that
>hard to setup. Start with a simple survey form on a web page to gather
>info on peoples' capabilities, follow up to a couple dozen of the good
>ones with one phone call, and if they sound good and agree to the
>license, off they go.
>It's not as is Papyrus isn't going to benefit from this. There are
>certain customers who are *** racers, deeply into the Papyrus
>games because of the realism, and I suppose it wouldn't make much
>difference to these folks. But there's a lot more folks out there too,
>folks like me who are just racing junkies. I buy most new racing games
>that come out, and no matter how good they are, sooner or later I get
>bored with the tracks. I track editor (or the availability of public
>domain tracks on the net) would extend the life and value of the games
>immeasurably for me.
>Joe


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