rec.autos.simulators

Trans-Am Mod

Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 01:08:58

On Fri, 05 Mar 2004 15:42:17 GMT, "ZeeOhSix"


>Thanks.  I have an exe file.  Does it unpack to an install directory with a
>readme file?
>I just bought N2003 and haven't played it much.  It looks great though!

It will automatically search for your N2003 directory.  If it doesn't
find it, just browse to it (after you run the installer), as that's
where the installer needs to be pointed.

It will create a launcher, but you don't need to use it unless you
want to use the PWF soundpacks or the triangle-shaped dash.

Jason

Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 01:09:30

On Fri, 5 Mar 2004 08:35:56 -0500, "Bill Bollinger"


>I guess that is why Dale Jr. just posted on his site that it is more
>accurate.  He wouldn't know would he?

Which forum is that in?  I don't see that post.

Jason

ZeeOhSi

Trans-Am Mod

by ZeeOhSi » Sun, 07 Mar 2004 01:37:39

thank you very much.


> On Fri, 05 Mar 2004 15:42:17 GMT, "ZeeOhSix"

> >Thanks.  I have an exe file.  Does it unpack to an install directory with
a
> >readme file?
> >I just bought N2003 and haven't played it much.  It looks great though!

> It will automatically search for your N2003 directory.  If it doesn't
> find it, just browse to it (after you run the installer), as that's
> where the installer needs to be pointed.

> It will create a launcher, but you don't need to use it unless you
> want to use the PWF soundpacks or the triangle-shaped dash.

> Jason

Jan Verschuere

Trans-Am Mod

by Jan Verschuere » Sun, 07 Mar 2004 06:03:02

Here we go... "Jan doesn't like me so everything he says is just to
spite/overthrow me".

Bullshit Mitch, pure horsepucky and you know it.

There is a reason there are a lot of yellows at difficult tracks and that
reason is the general standard of driving and, worse still, driver
application is average to poor. Some of that may be structural, but some of
that can be changed.

Everyone needs to be critical of their own driving all the time. I'm sure my
selection is (Eldred may be doing it for the wrong reason, I don't know, but
he's doing it). Others may or may not be, or maybe I didn't notice it, yet.

I had no real motive(*) when I posted the original message (ok, I'll admit
there is an in-joke for Fran?ois in it, but not on the obvious level) and
it's not like there's no close runners up to that list, but looking back on
it I'm very pleased with the implied meaning of "reasonably good". -If this
jarrs or insults the other drivers and they go out an actually prove me
wrong over the next couple races, I'll be the happiest bunny in RASCAR.

Jan.
=---
(*)Rem.: like I've said before, I have no time to busy myself with managing
any aspect of the series, so I consider any impression of me campaigning
against you to be paranoia on your part. We just disagree on some issues,
which you seem to be less comfortable with than I am.

I may or may not get around to elaborating and explaining my views on track
safety in the online environment some more as work is terrible at the moment
and I have some extra online duties.

Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 07:14:12


Mid-engined cars (generally) = better performance but less margin for
error.

Jason

JP

Trans-Am Mod

by JP » Sun, 07 Mar 2004 07:49:56

  Lol, I've been wondering if that would come up.  Wonder if those here who
go by the "Jr. likes it" comments a week or so ago still go by that, or will
change their tune..........again, lol


> I guess that is why Dale Jr. just posted on his site that it is more
> accurate.  He wouldn't know would he?

> Bill Bollinger
> www.gsxn.com



> > 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.

> > Depends on what you mean by 'works' I guess.  I don't see how building
> > a track with more grip outside of the main groove is improving the
> > accuracy of the sim at all, but I guess YMMV.

> > Jason

JP

Trans-Am Mod

by JP » Sun, 07 Mar 2004 07:50:41

    Hehe.........I seem to remember something along the lines that the Cup
series was the most unrealistic of the three according to him, at that site.



> I read at a forum (not sure which one) that he said recently on his web
site
> that the real Cup cars have more grip than they do in the game.

> Anyone know for sure if he said this?

> David G Fisher



> > I guess that is why Dale Jr. just posted on his site that it is more
> > accurate.  He wouldn't know would he?

> > Bill Bollinger
> > www.gsxn.com



> > > 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.

> > > Depends on what you mean by 'works' I guess.  I don't see how building
> > > a track with more grip outside of the main groove is improving the
> > > accuracy of the sim at all, but I guess YMMV.

> > > Jason

JP

Trans-Am Mod

by JP » Sun, 07 Mar 2004 07:53:51


> On Fri, 5 Mar 2004 08:35:56 -0500, "Bill Bollinger"

> >I guess that is why Dale Jr. just posted on his site that it is more
> >accurate.  He wouldn't know would he?

> Which forum is that in?  I don't see that post.

> Jason

  Right on his site's forums, front and center.  Here is the post.

Just recently our server started using BrianRings SS tracks. As with any new
track we were as skeptical as most about how well received a new track would
be. One thing being different about these tracks is they had a cult
following of sorts already. We enjoyed the SS tracks right from the get go.
Our minds soon began to wonder what other tracks could benefit from these
changes. In time we heard BrianRing had released "The Rock" a version of
Rockingham. We began testing this track and again, found it to be much more
realistic than the original track. Martin Truex and I began talking about
what other tracks could use these changes. Obviously multigroove racing
would be great everywhere, but we are hard core racers who wish for
realistic environments. So with that in mind, we have decided to offer up
our opinion to BrianRing about what tracks within the game could use his
help the most. Starting with 3 groove tracks.

1. Atlanta - We run slam against the wall these days, at no more than 10
laps into a tire run. This track makes the top if the list.

2. Michigan - This track seems to offer three groove racing every time we go
there. With it being an online fav we pushed it up to #2.

3. Dover - The last of our choices of three groove tracks. Dover is in
serious need of an overhaul. 80% of this track is pretty much useless at
this point.

Now on to the two groove tracks.

1. Darlington - Really, the only thing Darlington needs is a little help up
high in turns 3-4.

2. California - Over the last 2 years Cali has developed a nice middle
groove.

3. Martinsville - With the grinding of the bottom groove, the top groove is
the preferred line now. Totally the opposite from the game version.

4. Richmond - Richmond has always had a second groove as long as I have run
there. A help with grip entering turn 1 would be nice.

5. Kansas - This track developed a second groove just recently, the game is
really close to offering on, and a small change would be all she needs.

6. Lowes - Lowes has a nice middle and even a third groove in turns 3-4.
Turns 1-2 are basically one groove corners, The game is real close in turns
1-2.

7. Chicagoland - This place is one of the tracks the needs the least help. I
little grip added to a middle groove would make this place much more
enjoyable.

8. Las Vegas - The bottom always seems fast here, but a second groove is
usable. Not at the top of the list by any means.

We understand that the team over at BrianRing probably doesn't plan on
redoing all these tracks. As BrianRing has stated, not all the tracks in the
game can benefit from such changes. This thread is merely two professional
drivers opinions. We only hope that BrianRing takes this into consideration
in planning any future releases. If anyone can pass this post along to the
folks at BrianRing.... we'd all appreciate it.

DMP-Jr

Eldre

Trans-Am Mod

by Eldre » Sun, 07 Mar 2004 10:18:37



>Be sure to read the Readme file as there are a couple of steps to do after
>you
>do the install, before you run  the mod the first time.

Are there?  Oops, I don't remember doing anything but installing...

Eldred
--
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Eldre

Trans-Am Mod

by Eldre » Sun, 07 Mar 2004 10:18:37



>I read at a forum (not sure which one) that he said recently on his web site
>that the real Cup cars have more grip than they do in the game.

>Anyone know for sure if he said this?

Didn't someone say that about GPL as well?  I wonder if it's a case of not
being *able* to give the same grip in the game(s), or choosing NOT to...?

Eldre

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Eldre

Trans-Am Mod

by Eldre » Sun, 07 Mar 2004 10:18:37


Moyer) writes:

>>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.

>Mid-engined cars (generally) = better performance but less margin for
>error.

It seems that others can save a car that's stepped out on them, but I can't.
Now, maybe they're using the 'stab' technique that's been mentioned.  Without
seeing a replay, I don't know.  Since N2k3 shows brake/throttle input, that
might help me determine what I'm doing wrong.  I ran a race at Vegas last night
in the Cup cars, and had a handful all night.  I *really* need to figure out
what's going on(hardware,controller, or display problems).  That was NOT fun,
and I was almost 2 seconds per lap slower than the next car up...

Eldred
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Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 11:30:44

On Fri, 5 Mar 2004 09:34:33 -0500, "David G Fisher"


>I read at a forum (not sure which one) that he said recently on his web site
>that the real Cup cars have more grip than they do in the game.

>Anyone know for sure if he said this?

Yes he did.  I agree with him.

IMHO top speeds in N2003 are too high and cornering speeds are too
low.  The lines you drive in the trucks are a lot closer to reality
for cup cars, going by interviews and television coverage, altho the
power to grip ratio seems a tad low (comparing CTS-physics to cup cars
not trucks).  This would possibly explain why road course and short
track times tend to be higher than reality while speedway times are
faster.  In reality, the cup cars can drive a track like Atlanta flat
out for the first few laps of a tire run, yet their times are slower
than what we see in the sim.  If I had to guess, I'd guess that both
drag and grip are still too low, even post-patch.  

Jason

Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 11:35:40


Do you have n2003 replay analyzer?  If you enable full telemetry in
that and save a replay, you can see graphs of driver inputs.  Might be
useful for troubleshooting a possible controller problem.

Jason

Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 11:38:53


>LOL

>Hardly though :-)

>I want the "best" possible SIM regardless of who makes it.  "Sim fanboy"

>Papy's NR2003 just has that "been there done that feel" to me.  What more
>can I say?  I'd much rather be talking about brake wear and such with NR2004
>but we got F*^&ed.  I for one won't be running NR2003 this time next year so
>Im always on the lookout for something better.  Im not bashing Papy (except
>not paying for the rights) but there stuff is just old and full of holes.  I
>dont wear blinders.

Blame Sierra if anyone, altho I'm sure if they had a choice they would
have paid to renew.

I still can't believe nascar signed an exclusive software agreement.
I just can't see that they're making more money off 1 license than
they were when EA, Sierra, and Infogrames were all buying licenses.
On the other hand, if they are making more than that, I guess we know
why they Sierra wasn't willing to compete.

Jason

Jason Moy

Trans-Am Mod

by Jason Moy » Sun, 07 Mar 2004 11:40:39


>There is nothing wrong with NR2003 per se, it's getting long in the tooth
>and I want something better..  IMO the N4 game engine is too limited and
>full of holes.  They have made it better every version for sure and I
>cant/wont deny that.  My problem is the weaknesses are glaring and arent
>going to be fixed anytime soon so we need an alternative.  At this point
>Papy ISNT the alternative.

I wouldn't say that until we see their next product.  Since they're
incopoating Havoc physics into their engine for their next sim, I'm
expecting it may have a few growing pains, but I wouldn't count them
out until we see what they're doing next.

Jason


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