rec.autos.simulators

NFSPU: I'm digging this game

Andrew Turne

NFSPU: I'm digging this game

by Andrew Turne » Fri, 23 Jun 2000 04:00:00

Ok, so now I'm on a PU kick. I've been goofing around with it late each
night.... I've just gotten to the point where the other drivers are
really competitive, which is the 2000CC class... 1965 911s. MMM.

Trouble is, it seems to have gotten really tough, really quick - I
haven't finished above fourth overall, and I feel lucky if I place 1st
in one out of the three races..  If anyone has any advice as to car
setups in the 2000 class (or above, or below, or whatever) please let me
know!

Two other things - I heard if you win a race with no damage, you get
bonus points - I haven't seen this. Also, I heard you're supposed to be
able to drag the instruments around in the "panel setup" area.. while I
can choose different layouts, I can't move anything.

I've seen some excellent racing action, though, and cool crashes - such
as in Normandie, when you come to the turnoff between the hay bails - if
you execute the turn just right, you do a 4-wheel drift right onto the
road - well, I was chasing the guy in front of me and he hit the turn a
little hot.. we were both screaming along, and he *just* clipped the hay
bails on the right, and oscillated into a spin, and as I passed him on
the left (and got four wheels back on the asphalt) he spun away into the
house... Kick ASS! I just wish there were flying parts and "fatal"
crashes..

I'm hoping the series continues in the excellent tradition of NFSPU.

Andrew

Stephen Ferguso

NFSPU: I'm digging this game

by Stephen Ferguso » Fri, 23 Jun 2000 04:00:00

I'm digging it so much I'm half way to China.  The physics modelling is up
to***(or, at least, enough to keep this engineer happy) and these are
cars I can really identify with.  Stuff of childhood dreams, or later hours
spent reading through "European & Sports Cars" articles on such esoterica as
the shaft driven Carrera camshafts.  Nighttime in Monaco in a 356 transports
me back to old  films; the only thing missing is Audrey Hepburn when I hit
the "glance right" button.  The newer cars put me on the leading edge of
road car technology.  This game nails all eras for me and keeps me grinning
and coming back for more.  I haven't even started to scratch the Factory
Driver mode.


> I've seen some excellent racing action, though, and cool crashes - such
> as in Normandie, when you come to the turnoff between the hay bails - if

I'm liking the little jump at the end of this short cut.  It really gives
you a chance to play around with the various possibilities of braking,
goosing the throttle, or balancing it just before liftoff.  Yeehaa.... like
Flugplatz in GPL, but somehow better.

My only gripe is that the roads are too wide, but it is NFS, after all.  It
even runs super fast at 800x600x32 on my notebook.  Three thumbs up for this
one.

Stephen

Andrew Turne

NFSPU: I'm digging this game

by Andrew Turne » Fri, 23 Jun 2000 04:00:00

I like the jump at the beginning of the shortcut too! (when you're racing the
road in the other direction!)

Personally, I like the roads this wide - it makes it fun to try all different
lines - also, have you tried test driving with heavy traffic? Holy Crap!

What would be absolutely cool would be if you could do competitive races with
traffic. Oh man, that would be cool. Maybe too processor intesive - perhaps
that's why they didn't include it.

My gripe here is that once you start cooking along, the AI of "civilian"
traffic is programmed to make sudden turns toward you and/or brake...Boo, Hiss.
I am emailing to see if they can resolve this issue, but I doubt they will.
Still, it doesn't ruin it for me, I just pretend they're women.

(Kidding! I'm kidding, OK?? Settle down.)

Really, I just pretend they were very startled as I swooped into their view.
And then I like to imagine that they dropped a load in their pants, and that I
can see the fear on their faces and smell their poop.

And nighttime Monaco is beautiful... My wife even liked it (although I think it
was because of all the shops)... Really, this game has the best "real world"
graphics I've seen.. I love taking a little old roadster out for a ride just to
see the scenery.

Regards,
Andrew


> I'm liking the little jump at the end of this short cut.  It really gives
> you a chance to play around with the various possibilities of braking,
> goosing the throttle, or balancing it just before liftoff.  Yeehaa.... like
> Flugplatz in GPL, but somehow better.

> My only gripe is that the roads are too wide, but it is NFS, after all.  It
> even runs super fast at 800x600x32 on my notebook.  Three thumbs up for this
> one.

> Stephen

Alexander Mar

NFSPU: I'm digging this game

by Alexander Mar » Fri, 23 Jun 2000 04:00:00

Agreed - the best driving game *ever* outside the Arcades. I'm having so
much fun with this one that it seriously hurts my GPL laptimes ;-)

The physics might be not as detailed as in GPL, but It's THE perfect balance
between fun and simulation. Basically it's an arcade game that even serious
simracers can enjoy (a bit like the good arcades like ferrari challenge).

A Need for Speed type of game can't get much better than Porsche Unleashed
IMHO. The in-car view could be better, and there should be more realistic
tracks, like for example a (accurate <g>) racing circuit and some narrow
coutryside roads.

cheers,
Alex

jbo..

NFSPU: I'm digging this game

by jbo.. » Fri, 23 Jun 2000 04:00:00



<SNIP>

will.

We may be able to fix this ourselves, without EA's help.  I posted a
while back that I've tried to modify some of the AI files in NFSPU to
try to make the AI even more competitive and capable, and I think that
this data can be modified for ALL the AI cars (including the traffic
cars)  You can find my modified AI files here:

http://irlinsider.adnetweb.com/sims/nfspu.htm

The *.csv files contain performance data for the AI competitors, and I
believe they also include performance parameters for the TRAFFIC cars
as well, which means you should be able to improve their
responsiveness, improve their aviodance abilities, enhance their
awareness of traffic around them, etc., to reduce their tendency to
drive like morons.

The AI performance data is all a numbers game -- to edit the
performance data, just open the *.csv files using Microsoft Excel and
all the performance data will line up nicely and you should be able to
view and understand the various AI performance parameters (EA used good
programming practices and inlcuded remarks to make it easier to
comprehend).

As stated on the site, any feedback on my modified files would be most
welcome -- I've done as much testing as I can, and I need more feedback
to determine if the AI can be improved any further.

Enjoy!

-- JB

> Really, I just pretend they were very startled as I swooped into
their view.
> And then I like to imagine that they dropped a load in their pants,
and that I
> can see the fear on their faces and smell their poop.

> And nighttime Monaco is beautiful... My wife even liked it (although
I think it
> was because of all the shops)... Really, this game has the best "real
world"
> graphics I've seen.. I love taking a little old roadster out for a
ride just to
> see the scenery.

> Regards,
> Andrew


> > I'm liking the little jump at the end of this short cut.  It really
gives
> > you a chance to play around with the various possibilities of
braking,
> > goosing the throttle, or balancing it just before liftoff.
Yeehaa.... like
> > Flugplatz in GPL, but somehow better.

> > My only gripe is that the roads are too wide, but it is NFS, after
all.  It
> > even runs super fast at 800x600x32 on my notebook.  Three thumbs up
for this
> > one.

> > Stephen

Sent via Deja.com http://www.deja.com/
Before you buy.
Andrew Turne

NFSPU: I'm digging this game

by Andrew Turne » Fri, 23 Jun 2000 04:00:00

Cool, cool, cool.

Thanks, I will check it out.

Andrew




> <SNIP>

> > My gripe here is that once you start cooking along, the AI of
> "civilian"
> > traffic is programmed to make sudden turns toward you and/or
> brake...Boo, Hiss.
> > I am emailing to see if they can resolve this issue, but I doubt they
> will.

> We may be able to fix this ourselves, without EA's help.  I posted a
> while back that I've tried to modify some of the AI files in NFSPU to
> try to make the AI even more competitive and capable, and I think that
> this data can be modified for ALL the AI cars (including the traffic
> cars)  You can find my modified AI files here:

> http://irlinsider.adnetweb.com/sims/nfspu.htm

> The *.csv files contain performance data for the AI competitors, and I
> believe they also include performance parameters for the TRAFFIC cars
> as well, which means you should be able to improve their
> responsiveness, improve their aviodance abilities, enhance their
> awareness of traffic around them, etc., to reduce their tendency to
> drive like morons.

> The AI performance data is all a numbers game -- to edit the
> performance data, just open the *.csv files using Microsoft Excel and
> all the performance data will line up nicely and you should be able to
> view and understand the various AI performance parameters (EA used good
> programming practices and inlcuded remarks to make it easier to
> comprehend).

> As stated on the site, any feedback on my modified files would be most
> welcome -- I've done as much testing as I can, and I need more feedback
> to determine if the AI can be improved any further.

> Enjoy!

> -- JB

> > Really, I just pretend they were very startled as I swooped into
> their view.
> > And then I like to imagine that they dropped a load in their pants,
> and that I
> > can see the fear on their faces and smell their poop.

> > And nighttime Monaco is beautiful... My wife even liked it (although
> I think it
> > was because of all the shops)... Really, this game has the best "real
> world"
> > graphics I've seen.. I love taking a little old roadster out for a
> ride just to
> > see the scenery.

> > Regards,
> > Andrew


> > > I'm liking the little jump at the end of this short cut.  It really
> gives
> > > you a chance to play around with the various possibilities of
> braking,
> > > goosing the throttle, or balancing it just before liftoff.
> Yeehaa.... like
> > > Flugplatz in GPL, but somehow better.

> > > My only gripe is that the roads are too wide, but it is NFS, after
> all.  It
> > > even runs super fast at 800x600x32 on my notebook.  Three thumbs up
> for this
> > > one.

> > > Stephen

> Sent via Deja.com http://www.deja.com/
> Before you buy.

J. Janaso

NFSPU: I'm digging this game

by J. Janaso » Fri, 23 Jun 2000 04:00:00

Your improved AI is great!  Can you make them all about 25 percent faster?
Thanks
J.  Janasov



> <SNIP>

> > My gripe here is that once you start cooking along, the AI of
> "civilian"
> > traffic is programmed to make sudden turns toward you and/or
> brake...Boo, Hiss.
> > I am emailing to see if they can resolve this issue, but I doubt they
> will.

> We may be able to fix this ourselves, without EA's help.  I posted a
> while back that I've tried to modify some of the AI files in NFSPU to
> try to make the AI even more competitive and capable, and I think that
> this data can be modified for ALL the AI cars (including the traffic
> cars)  You can find my modified AI files here:

> http://irlinsider.adnetweb.com/sims/nfspu.htm

> The *.csv files contain performance data for the AI competitors, and I
> believe they also include performance parameters for the TRAFFIC cars
> as well, which means you should be able to improve their
> responsiveness, improve their aviodance abilities, enhance their
> awareness of traffic around them, etc., to reduce their tendency to
> drive like morons.

> The AI performance data is all a numbers game -- to edit the
> performance data, just open the *.csv files using Microsoft Excel and
> all the performance data will line up nicely and you should be able to
> view and understand the various AI performance parameters (EA used good
> programming practices and inlcuded remarks to make it easier to
> comprehend).

> As stated on the site, any feedback on my modified files would be most
> welcome -- I've done as much testing as I can, and I need more feedback
> to determine if the AI can be improved any further.

> Enjoy!

> -- JB

> > Really, I just pretend they were very startled as I swooped into
> their view.
> > And then I like to imagine that they dropped a load in their pants,
> and that I
> > can see the fear on their faces and smell their poop.

> > And nighttime Monaco is beautiful... My wife even liked it (although
> I think it
> > was because of all the shops)... Really, this game has the best "real
> world"
> > graphics I've seen.. I love taking a little old roadster out for a
> ride just to
> > see the scenery.

> > Regards,
> > Andrew


> > > I'm liking the little jump at the end of this short cut.  It really
> gives
> > > you a chance to play around with the various possibilities of
> braking,
> > > goosing the throttle, or balancing it just before liftoff.
> Yeehaa.... like
> > > Flugplatz in GPL, but somehow better.

> > > My only gripe is that the roads are too wide, but it is NFS, after
> all.  It
> > > even runs super fast at 800x600x32 on my notebook.  Three thumbs up
> for this
> > > one.

> > > Stephen

> Sent via Deja.com http://www.deja.com/
> Before you buy.

Andrew Turne

NFSPU: I'm digging this game

by Andrew Turne » Fri, 23 Jun 2000 04:00:00

HEY!

I downloaded the file, and sure enough... Prsonal.csv is the one... I
found lots of stuff there, including UNFAIR ACCELERATION ADVANTAGES THE AI
HAS!!!! That's BS, so I think I'll change it.

Also, traffic swerviness is in there too.. I just need to find out how to
make them a little faster so it doesn't look like they're going 30 mph..

Can't wait to get home & try it!

Thanks again,
Andrew




> <SNIP>

> > My gripe here is that once you start cooking along, the AI of
> "civilian"
> > traffic is programmed to make sudden turns toward you and/or
> brake...Boo, Hiss.
> > I am emailing to see if they can resolve this issue, but I doubt they
> will.

> We may be able to fix this ourselves, without EA's help.  I posted a
> while back that I've tried to modify some of the AI files in NFSPU to
> try to make the AI even more competitive and capable, and I think that
> this data can be modified for ALL the AI cars (including the traffic
> cars)  You can find my modified AI files here:

> http://irlinsider.adnetweb.com/sims/nfspu.htm

> The *.csv files contain performance data for the AI competitors, and I
> believe they also include performance parameters for the TRAFFIC cars
> as well, which means you should be able to improve their
> responsiveness, improve their aviodance abilities, enhance their
> awareness of traffic around them, etc., to reduce their tendency to
> drive like morons.

> The AI performance data is all a numbers game -- to edit the
> performance data, just open the *.csv files using Microsoft Excel and
> all the performance data will line up nicely and you should be able to
> view and understand the various AI performance parameters (EA used good
> programming practices and inlcuded remarks to make it easier to
> comprehend).

> As stated on the site, any feedback on my modified files would be most
> welcome -- I've done as much testing as I can, and I need more feedback
> to determine if the AI can be improved any further.

> Enjoy!

> -- JB

> > Really, I just pretend they were very startled as I swooped into
> their view.
> > And then I like to imagine that they dropped a load in their pants,
> and that I
> > can see the fear on their faces and smell their poop.

> > And nighttime Monaco is beautiful... My wife even liked it (although
> I think it
> > was because of all the shops)... Really, this game has the best "real
> world"
> > graphics I've seen.. I love taking a little old roadster out for a
> ride just to
> > see the scenery.

> > Regards,
> > Andrew


> > > I'm liking the little jump at the end of this short cut.  It really
> gives
> > > you a chance to play around with the various possibilities of
> braking,
> > > goosing the throttle, or balancing it just before liftoff.
> Yeehaa.... like
> > > Flugplatz in GPL, but somehow better.

> > > My only gripe is that the roads are too wide, but it is NFS, after
> all.  It
> > > even runs super fast at 800x600x32 on my notebook.  Three thumbs up
> for this
> > > one.

> > > Stephen

> Sent via Deja.com http://www.deja.com/
> Before you buy.

jbo..

NFSPU: I'm digging this game

by jbo.. » Fri, 23 Jun 2000 04:00:00



VERY cool finding, Andrew -- have at it!  For everyone else's benefit,
the value you want to look for to eliminate the acceleration advantage
is "acceleration"; according to the remarks the settings for this value
are "low," "medium," "high," and "extreme," with each having the
following effect:

"low means less than normal accelration, medium is "per spec" (equal to
player car), high is faster, and extreme is, well, extreme"

I have not been able to figure out how to make the AI cars perform well
enough to REALLY give me a run for the money (i.e., if I'm starting at
the front of the pack, I can usually run away from the rest of the
front runners).  Because of this, I believe I originally set the
"acceleration" parameter to "extreme" for all the AI cars in my
modified AI files, just to give them a bit of an advantage and to help
make the AI more challenging and competitive.  If you change these
values, please post your findings here so we can all learn how to make
the AI better.

Have fun!

-- JB

Sent via Deja.com http://www.deja.com/
Before you buy.

jbo..

NFSPU: I'm digging this game

by jbo.. » Fri, 23 Jun 2000 04:00:00

You might also try removing the "swipe" parameter from the
"scripts.csv" file -- I believe replacing this parameter with
"move_away" or "end" will reduce the traffic's tendency to try to slam
into you as you pass them.  Haven't tried it myself, though, as I
seldom play with traffic, except in the classic era 356 rally events.

-- JB



Sent via Deja.com http://www.deja.com/
Before you buy.

Hywe

NFSPU: I'm digging this game

by Hywe » Fri, 23 Jun 2000 04:00:00

No, when youre actually racing, use the mouse to move the instruments on the
screen
to wherever you want them.

Hywel

jbo..

NFSPU: I'm digging this game

by jbo.. » Sat, 24 Jun 2000 04:00:00

Glad you're enjoying the enhancements!  I'm not quite sure how to make
them faster -- I think there are some parameters that control the
spread of the field, which, if altered correctly, would result in
a "catch-up" effect, making the AI tougher to run away from.  I'll see
what I can come up with, but I've been pretty busy, so someone else may
be able to "hack" this one out before I get a chance to play around
with it on my end.

-- JB



> Your improved AI is great!  Can you make them all about 25 percent
faster?
> Thanks
> J.  Janasov






> > <SNIP>

> > > My gripe here is that once you start cooking along, the AI of
> > "civilian"
> > > traffic is programmed to make sudden turns toward you and/or
> > brake...Boo, Hiss.
> > > I am emailing to see if they can resolve this issue, but I doubt
they
> > will.

> > We may be able to fix this ourselves, without EA's help.  I posted a
> > while back that I've tried to modify some of the AI files in NFSPU
to
> > try to make the AI even more competitive and capable, and I think
that
> > this data can be modified for ALL the AI cars (including the traffic
> > cars)  You can find my modified AI files here:

> > http://irlinsider.adnetweb.com/sims/nfspu.htm

> > The *.csv files contain performance data for the AI competitors,
and I
> > believe they also include performance parameters for the TRAFFIC
cars
> > as well, which means you should be able to improve their
> > responsiveness, improve their aviodance abilities, enhance their
> > awareness of traffic around them, etc., to reduce their tendency to
> > drive like morons.

> > The AI performance data is all a numbers game -- to edit the
> > performance data, just open the *.csv files using Microsoft Excel
and
> > all the performance data will line up nicely and you should be able
to
> > view and understand the various AI performance parameters (EA used
good
> > programming practices and inlcuded remarks to make it easier to
> > comprehend).

> > As stated on the site, any feedback on my modified files would be
most
> > welcome -- I've done as much testing as I can, and I need more
feedback
> > to determine if the AI can be improved any further.

> > Enjoy!

> > -- JB

> > > Really, I just pretend they were very startled as I swooped into
> > their view.
> > > And then I like to imagine that they dropped a load in their
pants,
> > and that I
> > > can see the fear on their faces and smell their poop.

> > > And nighttime Monaco is beautiful... My wife even liked it
(although
> > I think it
> > > was because of all the shops)... Really, this game has the
best "real
> > world"
> > > graphics I've seen.. I love taking a little old roadster out for a
> > ride just to
> > > see the scenery.

> > > Regards,
> > > Andrew


> > > > I'm liking the little jump at the end of this short cut.  It
really
> > gives
> > > > you a chance to play around with the various possibilities of
> > braking,
> > > > goosing the throttle, or balancing it just before liftoff.
> > Yeehaa.... like
> > > > Flugplatz in GPL, but somehow better.

> > > > My only gripe is that the roads are too wide, but it is NFS,
after
> > all.  It
> > > > even runs super fast at 800x600x32 on my notebook.  Three
thumbs up
> > for this
> > > > one.

> > > > Stephen

> > Sent via Deja.com http://www.deja.com/
> > Before you buy.

Sent via Deja.com http://www.deja.com/
Before you buy.
Stephen Ferguso

NFSPU: I'm digging this game

by Stephen Ferguso » Sat, 24 Jun 2000 04:00:00


Like losing the "Micro Machines" look for the replays at Monaco?

It's a minor complaint for me, though.  All the extra room makes the racing
more fun.  One interesting thing about the Monaco segments is that they
start to give you some perspective on how astronomically fast F1 cars are.
I am not suggesting that the NFS Monaco segments are the most accurate
representations of the track, but for each little section that I recognize,
as I coax my 911S through the section, I'm thinking "man, a modern F1 does
that in a blink".

I'm finding my favourites are the 356s.  You really have to work to keep
your momentum, and races often turn into those agonizing, never-ending drag
races where you really start to see the importance of corner exit speed.
The look left / right works really nicely here.

Stephen

Steven Crook-Dawkin

NFSPU: I'm digging this game

by Steven Crook-Dawkin » Sat, 24 Jun 2000 04:00:00


> Ok, so now I'm on a PU kick. I've been goofing around with it late each
> night.... I've just gotten to the point where the other drivers are
> really competitive, which is the 2000CC class... 1965 911s. MMM.

> Trouble is, it seems to have gotten really tough, really quick - I
> haven't finished above fourth overall, and I feel lucky if I place 1st
> in one out of the three races..  If anyone has any advice as to car
> setups in the 2000 class (or above, or below, or whatever) please let me
> know!

I'm in 1982 now and I didn't get this trouble. I can assure you its not down

to the skill of my driving - but what I did do was buy all the performance
parts I could (inc. slick tyres etc) and then fit them to my car. I'm not
sure,
but I think the opponents always race in basic cars, so you can get an
advantage
without spending too much.

Antoher thing is that the 2000 class in the classic era includes a 911 and a

911S - if you don't have the 911S you can buy an upgrade for the engine.

Hope this is of some use,

Steve


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