rec.autos.simulators

NASCAR2

spe..

NASCAR2

by spe.. » Wed, 11 Mar 1998 04:00:00

1. Is there a way to play a group of people in NASCAR2 without paying
costs(aka TEN)? If so, how ? I would really like to do this, but dont
want to pay to play...

2. I want to know a place to get Daytona, Texas, California, Etc for
NASCAR2. Please tell me a place(with good quality tracks) where it will
download straight into the game with me having to mess with setting it
up(dont know how).

                                 Thanks,

                                 BGNFan

Scott Moor

NASCAR2

by Scott Moor » Wed, 11 Mar 1998 04:00:00

There is no Daytona for N2, contrary to what you may have seen elsewhere. As
far as Texas, Cal, etc., fork over the money and get the GNSEP...anything
else is not authorized by the track or NASCAR, and is therefore piracy of a
sort.


>1. Is there a way to play a group of people in NASCAR2 without paying
>costs(aka TEN)? If so, how ? I would really like to do this, but dont
>want to pay to play...

>2. I want to know a place to get Daytona, Texas, California, Etc for
>NASCAR2. Please tell me a place(with good quality tracks) where it will
>download straight into the game with me having to mess with setting it
>up(dont know how).

>                                 Thanks,

>                                 BGNFan

Marc J. Nelso

NASCAR2

by Marc J. Nelso » Wed, 11 Mar 1998 04:00:00


> 1. Is there a way to play a group of people in NASCAR2 without paying
> costs(aka TEN)? If so, how ? I would really like to do this, but dont
> want to pay to play...

While I'll let others answer your questions on tracks, I will try to
answer about on-line stuff...The best way to play multiplayer (other
than over a LAN - or pay for TEN) is to use Kali <http://www.kali.net>,
where you can race any night of the week...The only charges (nothing is
free in this life) are the one-time registration of $20-bucks, and any
costs from your ISP.  Best deal anywhere IMHO.  =)

One of the most popular servers is "Where to Race", where you can hook
up with others using SODA, F1RS, N2, MTM, and just about any other race
title (that supports IPX/SPX - TCP/IP).

Cheers!

L8BRKR

--
Marc J. Nelson
Sim Racing News - http://www.simnews.com

<remove '_*_' before replying>

Marc J. Nelso

NASCAR2

by Marc J. Nelso » Wed, 11 Mar 1998 04:00:00


> Does CART-PS support free internet racing? Or any other simulator
> package support free internet?

CPR does on The Zone:

http://www.zone.com

They do, however, make you use IE3+

Cheers!

Marc

--


(please remove '_*_' when replying)

Sim Racing News - http://www.simnews.com
The Sim Project - http://www.simproject.com

* No animals were harmed in the making of this e-mail *

nosp

NASCAR2

by nosp » Thu, 12 Mar 1998 04:00:00

On Tue, 10 Mar 1998 16:15:20 -0800, "Marc J. Nelson"



>> 1. Is there a way to play a group of people in NASCAR2 without paying
>> costs(aka TEN)? If so, how ? I would really like to do this, but dont
>> want to pay to play...

>While I'll let others answer your questions on tracks, I will try to
>answer about on-line stuff...The best way to play multiplayer (other
>than over a LAN - or pay for TEN) is to use Kali <http://www.kali.net>,
>where you can race any night of the week...The only charges (nothing is
>free in this life) are the one-time registration of $20-bucks, and any
>costs from your ISP.  Best deal anywhere IMHO.  =)

Thanks- this is something I'd wondered about too. That isn't a bad
price, I guess. But Id made everything else look expensive, because
their masterpiece, Quake2, is completely free for unlimited online
play, and anybody can set up and customize a server... it almost makes
one angry that Papyrus (or any game company) doesn't just go this
route. Why don't they?!

Does CART-PS support free internet racing? Or any other simulator
package support free internet?

Mikes Design

NASCAR2

by Mikes Design » Thu, 12 Mar 1998 04:00:00




> > Does CART-PS support free internet racing? Or any other simulator
> > package support free internet?

> CPR does on The Zone:

> http://www.zone.com

> They do, however, make you use IE3+

 Not exactly true, The league I race CPR in now meets on IRC in a room we
set up for league races. So this sim or any sim that supports TCP/IP racing
may be run for free on the internet using a IRC client such as Mirc, Virc,
or my favorite Pirch. We also found the racing to be much better & smoother
no lag that we noticed with drivers from Canada, US and Hawaii. Pretty dang
good actually.

Mike

John Wehm

NASCAR2

by John Wehm » Thu, 12 Mar 1998 04:00:00


> So this sim or any sim that supports TCP/IP racing
>may be run for free on the internet using a IRC client such as Mirc, Virc,
>or my favorite Pirch. We also found the racing to be much better & smoother
>no lag that we noticed with drivers from Canada, US and Hawaii. Pretty dang
>good actually.
>Mike

?? Can you explain this procedure...I'm sorry, I figured myself to be pretty
efficient in Internet-related things, but I never heard of being able to hook
up TCP/IP games using IRC.  Sounds like a winner.

TIA,
John Wehman

----------------------
to reply via emial,
remove the DIE_SPAM_
from my email address

Richard Walk

NASCAR2

by Richard Walk » Thu, 12 Mar 1998 04:00:00


>Thanks- this is something I'd wondered about too. That isn't a bad
>price, I guess. But Id made everything else look expensive, because
>their masterpiece, Quake2, is completely free for unlimited online
>play, and anybody can set up and customize a server... it almost makes
>one angry that Papyrus (or any game company) doesn't just go this
>route. Why don't they?!

Because whilst it may be 'free' it isn't worth it. Try racing over Kali
or the MS *** Zone and then try TEN. There really isn't any
comparison. Games like Quake can withstand the occasional poor latency or
dropped packets, racing sims can't. Expensive, dedicated hardware is the
solution and that is the route Papyrus have chosen to follow.

Cheers,
Richard

Marc J. Nelso

NASCAR2

by Marc J. Nelso » Thu, 12 Mar 1998 04:00:00

I was answering the question in the context of available "services," and
thus my comments were "true."  =)

Cheers!

Marc





> > > Does CART-PS support free internet racing? Or any other simulator
> > > package support free internet?

> > CPR does on The Zone:

> > http://www.zone.com

> > They do, however, make you use IE3+

>  Not exactly true, The league I race CPR in now meets on IRC in a room we
> set up for league races. So this sim or any sim that supports TCP/IP racing
> may be run for free on the internet using a IRC client such as Mirc, Virc,
> or my favorite Pirch. We also found the racing to be much better & smoother
> no lag that we noticed with drivers from Canada, US and Hawaii. Pretty dang
> good actually.

> Mike

--
Marc J. Nelson
Sim Racing News - http://www.simnews.com

<remove '_*_' before replying>

Douglas Bolling

NASCAR2

by Douglas Bolling » Thu, 12 Mar 1998 04:00:00


net.com says...

How does expensive, dedicated hardware help the performance of
racing sims?  Most of the latency you experience is from the
modems (yours and your provider), that is if you are still using
modems.  The other bug-a-boo of online ***, packet dropout, is
more of a provider or internet usage issue.

I've played Quake on TEN before, it was ***y awful.  Very poor
performance, stuttering, etc.  If you use the standard QuakeWorld
software and one of the hundreds of dedicated public servers,
however, you can get a very good *** experience.  What's the
difference?  QuakeWorld uses very good prediction models, while
the standard Quake through TEN did not.  The software makes a BIG
difference.

A racing sim should benefit from good packet prediction even MORE
than an arcade game like Quake.  While a NASCAR racer moves very
fast, it moves in predictable patterns.  The car cannot spin
around in a circle and fire a rocket, like the player does in
Quake.

Before Quake and Quakeworld, I never knew how fun online ***
could be.  I used Kali and other programs before, but I was
frustrated with the difficulty in getting a good connection and
the internet artifacts in the game.

With QW, however, good games are easy to find through the
excellent programming of id software.  With their software, I've
had many, many hours of great entertainment, all without any
additional expenses except my regular IP connect fees.  I always
make sure I support id software's products because their software
has excellent replay value because of the 'net support.

So, what about NASCAR?  A preview of Grand Prix Legends mentioned
that the game had a fairly advanced networking, complete with
packet prediction.  Since this is the same engine that will be
used for N3, they may be hope in the future for fun, free NASCAR
racing through the 'net.

--
Douglas Bollinger            
Mt. Holly Springs, PA                                              

Egghead: What Mrs. Dumpty gives Humpty when he's a good boy.

Alan Bernard

NASCAR2

by Alan Bernard » Thu, 12 Mar 1998 04:00:00

 ?? Can you explain this procedure...I'm sorry, I figured myself to be
pretty

Actually, using IRC has nothing to do with the online process, except that
it is a place to meet in order to set things up and exchange IP addresses.
This can readily be done with any other type of chat program or a program
like ICQ.

Alanb

Richard Walk

NASCAR2

by Richard Walk » Fri, 13 Mar 1998 04:00:00



>How does expensive, dedicated hardware help the performance of
>racing sims?  Most of the latency you experience is from the
>modems (yours and your provider), that is if you are still using
>modems.  The other bug-a-boo of online ***, packet dropout, is
>more of a provider or internet usage issue.

I'm not an expert on Quake, but seeing as you raise it as a comparison,
would you rather play on a Quakeworld server or have a game that runs on
your mate's PC? Which one produces the better, more equal game? How many
players can you reliably get on a good server compared to on his PC?

OK, we can argue over whether 'expensive, dedicated hardware' is required
or not. The options are the Quake scenario whereby lots of independent
servers, run pretty much on a piecemeal basis are loosely connected or
the TEN one where a commercial service attempts to provide a homogenous
collection of servers, each capable of supporting rather more
participants than a single Quake server. The former is cheap but it does
not lend itself to officially sanctioned competition where a higher level
of control is required.

'Predictable' only up to a point - as some of the drivers on TEN
demonstrate ;-)

Let's not forget that the consequences of something even slightly
unpredictable in a racing sim is significantly more serious than in a
game like Quake. Crashing out of the race is ever so slightly more
serious than getting fragged ;-)

Again, this is why you need servers to run the game on. Kali relies on
one of the participants PCs - a big drain on the PC's resources, unequal
lag if running with AI and large player to player latencies compared to
player - server ones.

It should support up to 8 players via TCP/IP. BUT it will still suffer
the same latency / resource problems associated with Kali or hosting
Quake on one of the players' PCs. And by then, maybe TEN will be
supporting 30+ drivers in a near warp free situation. Unless they*** it
up, TEN will *still* be better value <g>

Cheers,
Richard


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