rec.autos.simulators

NR2003 TA AI : where to find it ?

LoOZR3

NR2003 TA AI : where to find it ?

by LoOZR3 » Mon, 06 Oct 2003 18:13:16

I've just read in this newsgroup that there is AI for the converted road
courses
I didn't know that.
Actually I was waiting for the final TA-mod to see it implemented.

Where do I find it ?

Thanx in advance

Greetz,

Franky

Goy Larse

NR2003 TA AI : where to find it ?

by Goy Larse » Mon, 06 Oct 2003 18:27:37


> I've just read in this newsgroup that there is AI for the converted road
> courses
> I didn't know that.
> Actually I was waiting for the final TA-mod to see it implemented.

> Where do I find it ?

It's included in David Noonan's converter

http://www.sim-garage.co.uk/

Sounds like you are running with the PWF Beta tracks ?

Can't comment on those since I haven't tried them, wish I had more time
for sim racing so I could try all the various stuff that's being
released left, right and center these days

Beers and cheers
(uncle) Goy
"goyl at nettx dot no"

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--

Tony Rickar

NR2003 TA AI : where to find it ?

by Tony Rickar » Mon, 06 Oct 2003 19:05:17

I am using the AI that came with the downloads from PWF
http://www.onlineracin.com/pwf/ (Kyalami) - and the US Pits
http://www.theuspits.com/ (Cleveland).

I have fiddled with opponent ratings (made them higher and closer ranges)
to get
a good close grid having imported touring car skins from Eurospeed
(http://www.eurospeed.oteracing.net/modules/news/) with the default
ratings.

The result was excellent.

Cheers
Tony

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Goy Larse

NR2003 TA AI : where to find it ?

by Goy Larse » Mon, 06 Oct 2003 19:14:10


> > I've just read in this newsgroup that there is AI for the converted road
> > courses
> > I didn't know that.
> > Actually I was waiting for the final TA-mod to see it implemented.

> > Where do I find it ?

> I am using the AI that came with the downloads from PWF
> http://www.onlineracin.com/pwf/ (Kyalami) - and the US Pits
> http://www.theuspits.com/ (Cleveland).

> I have fiddled with opponent ratings (made them higher and closer ranges)
> to get
> a good close grid having imported touring car skins from Eurospeed
> (http://www.eurospeed.oteracing.net/modules/news/) with the default
> ratings.

> The result was excellent.

DOH !

Beers and cheers
(uncle) Goy
"goyl at nettx dot no"

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--

Tony Rickar

NR2003 TA AI : where to find it ?

by Tony Rickar » Mon, 06 Oct 2003 19:31:41


> > I am using the AI that came with the downloads from PWF
> > http://www.onlineracin.com/pwf/ (Kyalami) - and the US Pits
> > http://www.theuspits.com/ (Cleveland).

> DOH !

I think I've missed something! How is it that the converted tracks like
Kyalami & Cleveland are available for download now rather than being
converted from existing Papy products that you needed to own? Where does
that leave the Dave Noonan converter?

Cheers
Tony

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John Simmon

NR2003 TA AI : where to find it ?

by John Simmon » Mon, 06 Oct 2003 20:48:58




> > > I am using the AI that came with the downloads from PWF
> > > http://www.onlineracin.com/pwf/ (Kyalami) - and the US Pits
> > > http://www.theuspits.com/ (Cleveland).

> > DOH !

> I think I've missed something! How is it that the converted tracks like
> Kyalami & Cleveland are available for download now rather than being
> converted from existing Papy products that you needed to own? Where does
> that leave the Dave Noonan converter?

I'm not sure, but I think PWF copied the GPL Kyalami & Silverstone
from scratch, and Cleveland was done from scratch by The Pits as
well.

I *think* the release of the Sandbox utility gave people the ability
to pretty much duplicate any track from previous sims.  Granted, it's
a lot more work than using Dave's converter, but it's free.

When I announced (in RASCAR) that we'd be racing at converted GPL
tracks during Nascar's off-weeks, and that everyone that wanted to
race on those tracks would be required to purchase dave's converter
and own a copy of GPL, a lot of people got downright pissed off
because they had to spend money. This, despite the fact that the
total outlay for about 10 more tracks would have been under $30 if
you count the cost of Dave's converter and a copy of GPL.

Unless you want the tracks "right now", the release of the Sandbox
utility has pretty much eliminated the need for Dave's converter.  
We're going to see a lot morew tracks released that duplicate te
tracks available in past sims, and as long as a reliable track maker
like The Pits or PWF creates them, they'll probably be better
versions than the converte ones since they'll be created from the
ground up specifically for use within NR2K3.

Tony Rickar

NR2003 TA AI : where to find it ?

by Tony Rickar » Mon, 06 Oct 2003 21:16:41


> Unless you want the tracks "right now", the release of the Sandbox
> utility has pretty much eliminated the need for Dave's converter.
> We're going to see a lot morew tracks released that duplicate te
> tracks available in past sims, and as long as a reliable track maker
> like The Pits or PWF creates them, they'll probably be better
> versions than the converte ones since they'll be created from the
> ground up specifically for use within NR2K3.

I am pretty sure these are modified variants of the conversions. Cleveland
definitely states it is a Dave Noonan conversion and is downloadable from
the US Pits. The license agreement when installing is under copyright of
David Noonan. The agreement is that it cannot be distributed without prior
agreement from DN or The Pits.

I wondered why they were being distributed free now and did not require the
purchase of the converter nor the requirement to have the original tracks
to convert from.

The AI on non Papy created GPL tracks was generally not as good as
originals. That is why I was surprised at the AI in a converted track for
NR2003.

Cheers
Tony

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John DiFoo

NR2003 TA AI : where to find it ?

by John DiFoo » Mon, 06 Oct 2003 22:31:21

On Sun, 05 Oct 2003 10:05:17 GMT, "Tony Rickard"


>> I've just read in this newsgroup that there is AI for the converted road
>> courses
>> I didn't know that.
>> Actually I was waiting for the final TA-mod to see it implemented.

>> Where do I find it ?

>I am using the AI that came with the downloads from PWF
>http://www.onlineracin.com/pwf/ (Kyalami) - and the US Pits
>http://www.theuspits.com/ (Cleveland).

>I have fiddled with opponent ratings (made them higher and closer ranges)
>to get
>a good close grid having imported touring car skins from Eurospeed
>(http://www.eurospeed.oteracing.net/modules/news/) with the default
>ratings.

>The result was excellent.

Well, the lp lines need fiddling with at some courses.  The
Spa AI doesn't take the righthander right before La Carriere
flat out like humans do, and slows down at the start-finish.
The Ring AI has some problems in some spots (has problems
navigating in Hatzenbach, coming out of Adenaur-Forst it tends
to run in the grass to the left, and will spin a third of the time in
the esses after Pflanzgarten).

        John DiFool, dreaming of a modernized PWF Nordschliefe...
[i.e. curbs, widened a bit, as was clear from a Speed channel
bit I saw yesterday]

jason moy

NR2003 TA AI : where to find it ?

by jason moy » Mon, 06 Oct 2003 23:48:31


>I *think* the release of the Sandbox utility gave people the ability
>to pretty much duplicate any track from previous sims.  Granted, it's
>a lot more work than using Dave's converter, but it's free.

Nope.  Sandbox, at this point in time, can not be used as a conversion
tool.  Someone is working on a GPL .trk to N2003 .ptf converter
however, which will allow at least the base track and textures to be
imported into sandbox.

Unless they have a tool they aren't telling us about, all the PWF
tracks are modified versions of tracks made with Noonan's converter.

Jason

jason moy

NR2003 TA AI : where to find it ?

by jason moy » Mon, 06 Oct 2003 23:50:19

On Sun, 05 Oct 2003 13:31:21 GMT, John DiFool


>        John DiFool, dreaming of a modernized PWF Nordschliefe...
>[i.e. curbs, widened a bit, as was clear from a Speed channel
>bit I saw yesterday]

Wider, curbed, flatter, armco'd, and with the go-kart track tacked on
to the beginning instead of the old Castrol bit.  Sounds horrible. =)

Jason

Dave Henri

NR2003 TA AI : where to find it ?

by Dave Henri » Tue, 07 Oct 2003 00:08:21


    Have you wandered over to
<cough>Blackhole<coughbeta>Motor<coughV8's>sports lately?

dave henrie

John DiFoo

NR2003 TA AI : where to find it ?

by John DiFoo » Tue, 07 Oct 2003 03:12:22



>On Sun, 05 Oct 2003 13:31:21 GMT, John DiFool

>>        John DiFool, dreaming of a modernized PWF Nordschliefe...
>>[i.e. curbs, widened a bit, as was clear from a Speed channel
>>bit I saw yesterday]

>Wider, curbed, flatter, armco'd, and with the go-kart track tacked on
>to the beginning instead of the old Castrol bit.  Sounds horrible. =)

>Jason

Agreed, but the course is just too durned tight for
Cup/TA cars to pass on.  Just widening what we have
would be ok by me (keep the bumps!)-and add on the
old south section instead of the modern F1 circuit,
which I agree blows.

       John DiFool

Goy Larse

NR2003 TA AI : where to find it ?

by Goy Larse » Tue, 07 Oct 2003 04:06:29



> > Can't comment on those since I haven't tried them, wish I had more time
> > for sim racing so I could try all the various stuff that's being
> > released left, right and center these days

> > Beers and cheers
> > (uncle) Goy
> > "goyl at nettx dot no"

>     Have you wandered over to
> <cough>Blackhole<coughbeta>Motor<coughV8's>sports lately?

This is for the EA F1 series right ?

Sorry Dave, don't have that one, waiting for Stan Allen to finish his V8
mod for N2003 :-)

Beers and cheers
(uncle) Goy
"goyl at nettx dot no"

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--

Dave Henri

NR2003 TA AI : where to find it ?

by Dave Henri » Tue, 07 Oct 2003 04:46:46

   yup...only 4 cars and 3 tracks right now(it's a beta), and, as you said,
for F1 Challenge by EA,  After running some f1 this morning then loading up
the V8's for the first time, I was suprised to see how much slower they
shifted...not the clickclickclick of F1 but a proper manual shift feel.  I
would have thought the V8's were using at least sequential gearboxes.
  Exterior car sounds are good, the interior are just alittle too muted to
really get the Jonez up.  
  But at least they have a race team for me down under... Super Cheap
Racing...  lol

  After running around Bullrun and the Watkins Glenn long track with the
PWF/Pits Trans Am mod for Nr2k3, I too am looking forward to more from that
one as well.  I was looking at the Pits history of Bullrun last night, and
with the lap times I've gotten so far, having the TA cars back in past
years "might" have made me almost competitive.  

dave henrie

Goy Larse

NR2003 TA AI : where to find it ?

by Goy Larse » Tue, 07 Oct 2003 06:00:22


>    yup...only 4 cars and 3 tracks right now(it's a beta), and, as you said,
> for F1 Challenge by EA,  After running some f1 this morning then loading up
> the V8's for the first time, I was suprised to see how much slower they
> shifted...not the clickclickclick of F1 but a proper manual shift feel.  I
> would have thought the V8's were using at least sequential gearboxes.

Nope, no high tech stuff here mate

:-)

Well, your Mustang only has 3 wheels, so it's not too surprising that
you're struggling a wee bit......

Beers and cheers
(uncle) Goy
"goyl at nettx dot no"

http://www.theuspits.com

"A man is only as old as the woman he feels........"
--Groucho Marx--


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