Two new tracks, using the Dev-Kit (released to only a select few, though a
public release was promised to occur six months after release of NKP), have
been released. The first was Silverstone; and the second, most recently, is
Monaco. The tracks are excellent.
There is not much going on with NKP other than the league. I prefer
informal pick-up races, rather than the commitment involved with a league.
Sadly, though, there's not much activity going on with NKP outside of this
league.
For a while I tried to get pick-up races going but my attempt failed. I'd
be willing to try again, so if anyone is interested send me an email.
Setting up a server is easy (though limited), and I can keep one up mostly
continuously.
I am part of the beta team for NKP, who tested the last patch. We were
scheduled to start on testing the next patch, but after some flurry the
developer has again dropped from sight. Though NKP claims to be a community
sim, communication between the developer and the people has been woefully
absent.
As far as NKP goes as a simulator, I must say that I like it. Maybe now
that the holidays are over things will get rolling, though, again, the
developer seems to observe more holidays than what is typically considered
normal. The guy must just have a different concept of the meaning of
communication.
But, again, if anyone is interested in some pick-up races, drop me some mail
that results in problems. Overall, the whole online situation with NKP
needs some serious work. A lot of bug were quashed, but the issue of low
fps online (usually happens at particular points on a track and nowhere
else) is a serious issue. For a simulator that is pretty much online only,
the 30% drop in fps across the board contradicts the game's whole raison
d'etre. :)
Alanb