rec.autos.simulators

NASCAR 3????

Ron R.

NASCAR 3????

by Ron R. » Sat, 28 Jun 1997 04:00:00


>I have heard some hype about NASCAr 3...since I know some papy guys like
>to lurk, here are some ideas..some mine..some I have picked up off the
>web..

>1) FLIPPING!
>2) more realistic accidents
>3)track editing/new tracks
>4)moving pit crew
>5)roof flaps when you get backwords
>6)infiels more like in real life (tally!)
>7)FIRE!
>8)oil slicks and water from accidents
>9)tow trucks
>10)I hate the magic spin recovery!
>11)the roads through the infield!
>12)if an accident is bad, have an ambulence come out
>13)unexpected rain (middle of race..red flag till it is over)
>14)more cars!
>15)not only flips, but barrel rolls, high in the air, crashing back down
>16)cut tires on debris
>17)able to make hand signals at other drivers
>and last but not least
>18)chuck water bottle at earnhardt option!

>Justin

Heh, <G>.
ALRIGHT Justin,
        Only one more to add:
The ability to print the friggin setup sheets to lpt2 instead of just

Ron

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Ron R.

NASCAR 3????

by Ron R. » Sat, 28 Jun 1997 04:00:00


>You're joking of course...  All of those are just bells and whistles...
>You want flips, play NFS, you want more realistic accidents, play
>Destruction Derby.  I don't know about you, but I would take a chance at
>saying that the real Nascar SIM racers spend most of the time on the track
>racing... not wrecking or looking at the scenery

>Just My Opinion

For 50+ I *EXPECT* "Bells & Whistles"

Gee, I guess we've *never* seen a random accident involving a flip, or
a tow truck, or an ambulance, or a water bottle propelled across the
garage <G>.

Ron

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esetse

NASCAR 3????

by esetse » Sat, 28 Jun 1997 04:00:00


> Aside from creating a more realistic AI (say one that "learns" grooves
> and passing manuevers from the human driver and doesn't give up racing
> once it's passed by the human driver) there are 2 critical needs in N3:

> 1)  Double file restarts

> 2)  Changing track conditions as the race progresses.  Say we start with
> a groove to a groove and half, that changes to a 2-3 groove race track.
> Track temperature changes.

> 3) (oops -- <g>)  Curbs and the proper affects of using & abusing them.

> 4) (well since I've already stepped over the line).  Brakes locking up
> under heavy braking and brake wear at tracks like Martinsville.

> 5)  Maybe an engine shop with dyno and a few trips to the wind tunnel.
> (These things I remember from the Ferrari Formula 1 sim way back....)

> 6)  Real pit stall assignments

> Now, I know that this is a tall order.  So take your time & create the
> ultimate sim.  Let's start breaking some "new ground".  However, in the
> meantime, this means that we need to enjoy NASCAR2 a little longer, so
> please spend some time fixing the few remaining sim-crippling AI-bugs.

> --
> **************************** Michael E. Carver *************************
>      Upside out, or inside down...False alarm the only game in town.

> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

And thanks for not asking for upgraded wrecks, pit crews, and other eye
candy that would be neat the first three races or so, and then not
really add to the game the next five thousand races.
esetse

NASCAR 3????

by esetse » Sat, 28 Jun 1997 04:00:00


> Aside from creating a more realistic AI (say one that "learns" grooves
> and passing manuevers from the human driver and doesn't give up racing
> once it's passed by the human driver) there are 2 critical needs in N3:
> ...

> 2)  Changing track conditions as the race progresses.  Say we start with
> a groove to a groove and half, that changes to a 2-3 groove race track.
> Track temperature changes.

>...
> **************************** Michael E. Carver *************************

WAIT!! If we are going to allow random weather changes, we will also
need weather reports/predictions, radar maps, and maybe a team
helicopter to send up to see when the rain and/or clouds are coming!!
<G>
Tom J. Ma

NASCAR 3????

by Tom J. Ma » Sun, 29 Jun 1997 04:00:00




>> Aside from creating a more realistic AI (say one that "learns" grooves
>> and passing manuevers from the human driver and doesn't give up racing
>> once it's passed by the human driver) there are 2 critical needs in N3:

>> 1)  Double file restarts

>> 2)  Changing track conditions as the race progresses.  Say we start with
>> a groove to a groove and half, that changes to a 2-3 groove race track.
>> Track temperature changes.

>> 3) (oops -- <g>)  Curbs and the proper affects of using & abusing them.

>> 4) (well since I've already stepped over the line).  Brakes locking up
>> under heavy braking and brake wear at tracks like Martinsville.

>> 5)  Maybe an engine shop with dyno and a few trips to the wind tunnel.
>> (These things I remember from the Ferrari Formula 1 sim way back....)

>> 6)  Real pit stall assignments

>> Now, I know that this is a tall order.  So take your time & create the
>> ultimate sim.  Let's start breaking some "new ground".  However, in the
>> meantime, this means that we need to enjoy NASCAR2 a little longer, so
>> please spend some time fixing the few remaining sim-crippling AI-bugs.

>> --
>> **************************** Michael E. Carver *************************
>>      Upside out, or inside down...False alarm the only game in town.

>> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

>And thanks for not asking for upgraded wrecks, pit crews, and other eye
>candy that would be neat the first three races or so, and then not
>really add to the game the next five thousand races.

 brakes do lock up in N2, you just don't notice
Gyps

NASCAR 3????

by Gyps » Sun, 29 Jun 1997 04:00:00

How about being able to drive to victory lane



> > Aside from creating a more realistic AI (say one that "learns" grooves
> > and passing manuevers from the human driver and doesn't give up racing
> > once it's passed by the human driver) there are 2 critical needs in N3:

> > 1)  Double file restarts

> > 2)  Changing track conditions as the race progresses.  Say we start with
> > a groove to a groove and half, that changes to a 2-3 groove race track.
> > Track temperature changes.

> > 3) (oops -- <g>)  Curbs and the proper affects of using & abusing them.

> > 4) (well since I've already stepped over the line).  Brakes locking up
> > under heavy braking and brake wear at tracks like Martinsville.

> > 5)  Maybe an engine shop with dyno and a few trips to the wind tunnel.
> > (These things I remember from the Ferrari Formula 1 sim way back....)

> > 6)  Real pit stall assignments

> > Now, I know that this is a tall order.  So take your time & create the
> > ultimate sim.  Let's start breaking some "new ground".  However, in the
> > meantime, this means that we need to enjoy NASCAR2 a little longer, so
> > please spend some time fixing the few remaining sim-crippling AI-bugs.

> > --
> > **************************** Michael E. Carver *************************
> >      Upside out, or inside down...False alarm the only game in town.

> > =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

> And thanks for not asking for upgraded wrecks, pit crews, and other eye
> candy that would be neat the first three races or so, and then not
> really add to the game the next five thousand races.

Dal

NASCAR 3????

by Dal » Mon, 30 Jun 1997 04:00:00

how about an AI in multi player mode that can actually drive through
the pits without wrecking, and maybe even find the proper pit stall?
Wouldn't that be a novel idea!


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