rec.autos.simulators

Trans-Am Mod

Dave Henri

Trans-Am Mod

by Dave Henri » Sat, 06 Mar 2004 04:45:14



   nope...some tracks are ok, but I often have to drop the trackbar a notch
or two or my backside is facing the fans in no time.  yer not alone.

dave henrie

Goy Larse

Trans-Am Mod

by Goy Larse » Sat, 06 Mar 2004 05:05:33


>   Hehe.....can't wait until some of the guys here try to tell this guy he
> can't/doesn't know how to run the high line.   He's forgot more about sim
> racing than this whole ng probably knows <g>



> > Snuh?  You need to run the DegaBR track to see if his outside line style
> > works.  I can tell you that we can make tracks that "race" like real life.
> > They are being done already.  The problem is that few people know about it
> > yet.  I don't think it will be popular until someone comes out with a
> total
> > "mod" that has all of the tracks fixed at one time, not just one track at

He sucks at road courses though.... :-D

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--

Jason Moy

Trans-Am Mod

by Jason Moy » Sat, 06 Mar 2004 07:35:54



I'm waiting for the final mod.

Jason

Eldre

Trans-Am Mod

by Eldre » Sat, 06 Mar 2004 07:44:26



>You have to realise, Fran?ois, there's only six reasonably good drivers in
>RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*) and we're not
>up to VRW standard. Also we're stuck with either the <fast> or <expert>
>setup, neither of which is ideal.

Um, I think you meant to put someone else's name where you put mine.  I'm
flattered, but I'm nowhere NEAR as good as the others you mentioned...  It's a
goal, though. :-)

Eldred
--
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Eldre

Trans-Am Mod

by Eldre » Sat, 06 Mar 2004 07:44:26


writes:

I think the 'clean' 40 car online race that he meant was dealing with net code.
 Meaning you could have that many cars without warp taking out half the field.
Now, *drivers* not taking out half the field is a different story.<g>

Eldred
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T. Wortma

Trans-Am Mod

by T. Wortma » Sat, 06 Mar 2004 08:44:40

The point Bill is trying to get across with regards to the BR tracks
is that they have managed to increase the grip factor to the upper
groove of the 2 SS tracks that I've tested. In real life, once the
upper groove is worked in by cars running there and laying ***
down, I'm not so sure the grip factor between the 2 lines is much
different. The difference is, the upper groove allows a driver to
carry more speed through the turn simply because of the radius of the
turn itself, which compensates for the larger circumference of the
oval he drivers vs the lower line.

I've only tested the DaytonaBR track, with positive results I might
add. The end result is more side by side racing, and while the the
grip factors in the BR tracks may not reflect real life physics, it
improves the quality of online racing, and that's all that matters to
me.

I'm not affiliated with BR, but if you'de like to take a look their
site is http://www.racesimcentral.net/

On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger"


>Snuh?  You need to run the DegaBR track to see if his outside line style
>works.  I can tell you that we can make tracks that "race" like real life.
>They are being done already.  The problem is that few people know about it
>yet.  I don't think it will be popular until someone comes out with a total
>"mod" that has all of the tracks fixed at one time, not just one track at a
>time.

>Bill Bollinger
>www.gsxn.com

David G Fishe

Trans-Am Mod

by David G Fishe » Sat, 06 Mar 2004 08:57:57


????

Jan's drunk.

David G Fisher

JP

Trans-Am Mod

by JP » Sat, 06 Mar 2004 08:58:02

  Well, the tracks(among other things; it is just a game) don't reflect real
life physics as is, so this shouldn't be a problem <g>


> The point Bill is trying to get across with regards to the BR tracks
> is that they have managed to increase the grip factor to the upper
> groove of the 2 SS tracks that I've tested. In real life, once the
> upper groove is worked in by cars running there and laying ***
> down, I'm not so sure the grip factor between the 2 lines is much
> different. The difference is, the upper groove allows a driver to
> carry more speed through the turn simply because of the radius of the
> turn itself, which compensates for the larger circumference of the
> oval he drivers vs the lower line.

> I've only tested the DaytonaBR track, with positive results I might
> add. The end result is more side by side racing, and while the the
> grip factors in the BR tracks may not reflect real life physics, it
> improves the quality of online racing, and that's all that matters to
> me.

> I'm not affiliated with BR, but if you'de like to take a look their
> site is http://www.racesimcentral.net/

> On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger"

> >Snuh?  You need to run the DegaBR track to see if his outside line style
> >works.  I can tell you that we can make tracks that "race" like real
life.
> >They are being done already.  The problem is that few people know about
it
> >yet.  I don't think it will be popular until someone comes out with a
total
> >"mod" that has all of the tracks fixed at one time, not just one track at
a
> >time.

> >Bill Bollinger
> >www.gsxn.com

Jan Verschuere

Trans-Am Mod

by Jan Verschuere » Sat, 06 Mar 2004 09:17:23

No mistake... I just use different criteria than most people (including
yourself it seems). Guys like Ginger, Neil and Brian have all their ducks in
a row, obviously, but IMO they're still good drivers first and quick second.

Jan.
=---

Jan Verschuere

Trans-Am Mod

by Jan Verschuere » Sat, 06 Mar 2004 09:30:47

No, just a realist. Which bit don't you understand, David? -If it's the
remark about Robert, that's easily explained. Most races he's been in nobody
was able to push him hard enough for me to determine whether he's a good
driver or not.

My shortlist is a combination of their performance in areas which I regard
as important for an online racer (and which speed doesn't factor into... we
don't need natural speed to sustain our "career") and my perception of their
racecraft, intelligence and situational awareness, which is not as easily
explained.

Jan.
=---

Peter Ive

Trans-Am Mod

by Peter Ive » Sat, 06 Mar 2004 10:43:01



Clear enough. :)  Only one small problem with that excellent idea.
You'd also have to make the AI drivers vary their lines through the
corners in order to find the ideal one, instead of pre-determining their
line in the track files.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01

Peter Ive

Trans-Am Mod

by Peter Ive » Sat, 06 Mar 2004 10:52:39




>> Only way of saving it with any consistency, I've found, is to hit the
>> brakes.  How hard you need to do this will depend of how far gone the
>> car is and its guaranteed to f**k-up your tyres if you have to do so for
>> more than a fraction of a second, and of course, doing this in traffic
>> can cause other problems, especially online. :)

>Not in F1C, though. Tyre wear is next to non-existent on the standard
>setting ("1x"), I really have no idea what ISI was thinking when they
>"modelled" tyre wear in F1C. But then again, maybe I'm just not going
>fast enough in F1C to wear down the tyres noticeably over 20 laps
>(even on soft *** ;-)

Sorry, was refering to NR2003, only.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Dave Henri

Trans-Am Mod

by Dave Henri » Sat, 06 Mar 2004 12:08:40

  Oh of course..and we could use XxX as the formulae to determine the X
amount of lines in Groove X eh?  Hmmm, then you would need ai BOTS that
could think enough to know a good line from a bad one.  Or you could just
program groove boundries and let the area inside that gets traveled over
the most get the greatest amount of .xxx grip.
dave henrie :)

Steve Smit

Trans-Am Mod

by Steve Smit » Sat, 06 Mar 2004 20:44:50

This is a holdover from GPL's infamous "stab save" (Kaemmer's descrip), a
totally unrealistic way of stopping the car from rotating.  It works great
in GPL, much less well in N2003...but it's still there.






> >>What I mean is that it's very difficult to drive the F1 cars fast, and
> >>string together a lot of fast laps. It's very easy to make a mistake,
even a
> >>slight one, that can ruin a lap or a race. If someone gets sim
'training'
> >>with those F1 cars, the TA and Cup cars in N2003 seem quite a bit
easier.
> >>They physics are good in both, but the F1 cars are much more of a
> >challenge.

> >Ah, ok.  My problem with the F1 is that the car breaks loose without any
> >(noticeable) warning.  I'm backwards into a wall before I know what's
> >happened.
> > With the cup cars, I can feel the car breaking loose, but once that
happens
> >it's gone - I can't save it.  Full opposite lock can't bring it back in
line.
> >I agree that F1 cars are more of a challenge, but the cup cars are a
> >challenge
> >to me as well.

> Only way of saving it with any consistency, I've found, is to hit the
> brakes.  How hard you need to do this will depend of how far gone the
> car is and its guaranteed to f**k-up your tyres if you have to do so for
> more than a fraction of a second, and of course, doing this in traffic
> can cause other problems, especially online. :)
> --
> Peter Ives (AKA Pete Ivington)
> Remove ALL_STRESS before replying via email
> If you know what's good for you, don't listen to me :)
> GPLRank Joystick -50.63 Wheel -25.01

Bill Bollinge

Trans-Am Mod

by Bill Bollinge » Sat, 06 Mar 2004 22:34:10

Yes, no doubt I had the best car in VRW at the Rock this year.

Bill Bollinger
www.gsxn.com


> On Thu, 4 Mar 2004 07:13:29 -0500, "Bill Bollinger"

> >I run in VRW and had the best car at the Rock race this year

> Really.....

> Jason


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