Immersion Racing (TIR) -- they will include Windows-style
self-installers so that you won't have to do any search-and-replace
stuff, and you won't have to do any file editing in notepad . . . just
point and click!
The patches I'm working on now are:
1) Ambient Noise Patch -- This will include some new sound files with
increased volume levels, plus tweaks to the sound.dat file to further
alter how the ambient noises appear in the game. This patch will give
you an announcer voice over the PA and crowd noises from the
in-cockpit view, VASTLY improved tire squeal sounds (this REALLY helps
the physics model come alive), and reduced volume levels for the
scrape/bump noises (which makes it MUCH less annoying when rubbing
fenders with the AI cars).
2) Slick Grass Patch -- This will make the grass/dirt slick so that
you won't slow down when you drop a tire off the track -- sand traps
will remain unchanged.
The Ambient Noise Patch is now available for download -- it's a 413kB
download, and it's being hosted by those great folks at Blackhole
Motorsports:
http://www.racesimcentral.net/
This patch will only affect tire sounds (louder from the in-cockpit
view to enable you to judge grip, wheelspin, and overall traction
state), as well as the PA announcer and crowd sounds.
NOTE that this patch includes a Windows-style installation wizard, so
you don't need to place any files in any specific folders or open up
Notepad to do any text editing. Also note that this patch is
compatible with BOTH the full version and the demo verion of the game
-- see the readme file for details.
With these tweaks (all of which were originally devised by others who
post on the High Gear forums -- I'm not responsible or any original
thought here, mind you), the default physics really come alive. I will
release two (2) versions of these patches -- one for the demo version,
and one for the final version. I hope to have these ready for release
in the next day or so.
I also plan on developing an "advanced beta physics patch" once I
settle on an advanced set of physics that feels right to me. If
there's enough interest, and if several of us can agree on a
"standardized" set of advanced physics parameters, then I will release
a final version of the "advanced physics patch."
The most exciting development for me, though, is what I am currently
working on -- I think I have stumbled on some tweaks of my own that I
haven't seen from anybody else, and depending on how things go, I may
be able to release some significantly revised AI parameters. The only
holdup at the moment is that it's difficult to tell how much progress
I'm making with just the demo version of the game; I have ordered the
full version, and once that arrives I should be able to tell for sure
just how tweak-able the AI really is. At this point, though, it looks
promising -- I've gotten to the point now where the only time the AI
and I get into "bumping" matches is when I make a really stupid move
and try to take an outside line when I shoudn't, or when I try to nose
in for the inside line when there's no room. Making the AI more
cautious seems to slow them down a bit, though -- as they drive a bit
more carefully to avoid you, they seem to drive a bit more slowly,
too, so I'm probably going to have to find a way to speed them up as
well, but that should be easily do-able.
Again, these patches will be usable either individually or all at
once, depending on your personal preferences, so if you have avoided
trying the demo so far, now would be a good time to consider
downloading it.
Also, FWIW, I am aware that anybody could easily perform these tweaks
themselves, but I also know that when you just want to race, it can be
a real pain to have to find the right files, identify the right
parameters, make sure you insert the right values, and then find all
the other things that need to be tweaked as well. Not everybody enjoys
tweaking, and if you just want to jump in and race, it's no fun being
forced to tweak in order to really wring out the full value of a sim.
Using these patches that I'm developing, it should be simple for
anybody -- even those with no computer skills at all -- to enjoy a
well-tweaked and highly playable version of TIR. By making versions of
these tweaks available for the demo as well, maybe we can rekindle
some interest in TIR.
There's a great little sim lurking behind those console menu screens,
and it's my hope that I can help unlock it for the masses.
Enjoy!
-- JCB