rec.autos.simulators

Changing Nascar to FM vs. Digital

Mark Mar

Changing Nascar to FM vs. Digital

by Mark Mar » Fri, 17 Nov 1995 04:00:00

I may have missed something when I first installed the game
from CD but I believe it assumes Digital sound.  If I want
to switch to FM sound how is that done?

Thanks

Jeff Portwi

Changing Nascar to FM vs. Digital

by Jeff Portwi » Fri, 17 Nov 1995 04:00:00

: I may have missed something when I first installed the game
: from CD but I believe it assumes Digital sound.  If I want
: to switch to FM sound how is that done?

: Thanks

run NASCAR -f

Jeff

Michael Lescau

Changing Nascar to FM vs. Digital

by Michael Lescau » Sat, 18 Nov 1995 04:00:00

: I may have missed something when I first installed the game
: from CD but I believe it assumes Digital sound.  If I want
: to switch to FM sound how is that done?

: Thanks

Use:   nascar  -f     *OR*  nascar  -f  -h <for hi-res>

Tom Stangl

Changing Nascar to FM vs. Digital

by Tom Stangl » Mon, 27 Nov 1995 04:00:00

@qmail.bs.jhu.edu wrote the follwing


*> >I may have missed something when I first installed the game
*> >from CD but I believe it assumes Digital sound.  If I want
*> >to switch to FM sound how is that done?
*> when you start the game  use nascar -f
*what's the advantage of doing this?

faster gameplay, less cpu time spent on the audio.
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@qmail.bs.jhu.ed

Changing Nascar to FM vs. Digital

by @qmail.bs.jhu.ed » Mon, 27 Nov 1995 04:00:00




> >I may have missed something when I first installed the game
> >from CD but I believe it assumes Digital sound.  If I want
> >to switch to FM sound how is that done?

> >Thanks

> when you start the game  use nascar -f

what's the advantage of doing this?
Clive Parso

Changing Nascar to FM vs. Digital

by Clive Parso » Mon, 04 Dec 1995 04:00:00




 > *> >I may have missed something when I first installed the game
 > *> >from CD but I believe it assumes Digital sound.  If I want
 > *> >to switch to FM sound how is that done?
 > *> when you start the game  use nascar -f
 > *what's the advantage of doing this?
 >
 > faster gameplay, less cpu time spent on the audio.

Not forgetting that you'll also "forget" that a lot of the digital
sounds are _exactly the same_ in ICR2... :(

What's going on here??? How many more "shortcuts" are there???

The GFX are the same, the handling is the same, the *everything* is
the same. The only apparent difference with ICR2 and Nascar is the
_body shell_ polygons of the car and the "engine" sound!

And look! The cars are *still* "doing the Dalek" shuffle from side to
side when stationary on the track! And sometimes the cars spin on a
dime like tanks/hovercars if they need to go around an obstacle or
turn around.

To put it simply, there is no reality in the physics/traction of the
cars and tyre grip because it doesn't exist. Ever left the ground
by even an inch? See, it isn't possible as the programming is all
wrong. It's all tricks and workarounds to make it appear "right".

I am only stating the facts. I like Papyrus for what they've done,
and I'll still be buying the games. However, if competitors come
along and I have to make the choice between screwy/fake car physics
and a more realistic/fun model, I know what I'll go for...

--
                               ~~_______~~

             _______________[__]=[_(-)_]=[__]_______________
                  V        I        S        O        R

--

Andrew

Changing Nascar to FM vs. Digital

by Andrew » Tue, 05 Dec 1995 04:00:00


>Not forgetting that you'll also "forget" that a lot of the digital
>sounds are _exactly the same_ in ICR2... :(
>What's going on here??? How many more "shortcuts" are there???
>The GFX are the same, the handling is the same, the *everything* is
>the same. The only apparent difference with ICR2 and Nascar is the
>_body shell_ polygons of the car and the "engine" sound!
>And look! The cars are *still* "doing the Dalek" shuffle from side to
>side when stationary on the track! And sometimes the cars spin on a
>dime like tanks/hovercars if they need to go around an obstacle or
>turn around.
>To put it simply, there is no reality in the physics/traction of the
>cars and tyre grip because it doesn't exist. Ever left the ground
>by even an inch? See, it isn't possible as the programming is all
>wrong. It's all tricks and workarounds to make it appear "right".
>I am only stating the facts. I like Papyrus for what they've done,
>and I'll still be buying the games. However, if competitors come
>along and I have to make the choice between screwy/fake car physics
>and a more realistic/fun model, I know what I'll go for...

The more I play, the more it feels like Nascar (with an added ~$50
price tag).
-Andrew


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