In fact, I did see a couple of very large freight trains followed by a huge
herd of wildebeest go through just after I posted. :)
Bruce.
Bruce.
--
McWhom
-----------------------------------------------------------------
: "Bruce Kennewell" said:
: > Ditto.
: > The sorting variations already act as a filter.
: > Use it properly and it takes five seconds to find any target.
:
:
: Oh, really?
:
: Can you find me a Superspeedway race that's hosted by a sub 200ms
: server.... It has to be a 1-4 skill race of atleast 25% distance with
: yellows on, fixed setups, single-file restarts, moderate damage - but no
: *** mode - and hosted on a dedicated server - thats not password
: protected and I would prefer it there was no more than 5 minutes left of
the
: practice session.. Oh and yes - it has to be open for atleast 30 drivers
and
: pref be close to full all ready.. Add to that it has to be on a track I
: like!
:
: Can you find that within 5 second?
:
: Nope? - I didnt think so either.
:
: Finding a specific event is not all that bad (but still *far* from
: ideal..) - finding a good race or five on a friday night on the other
hand -
: is something completely different.
:
: Why do I have to look thru a list of 100's of Superspeedway races - both
: full or empty - when what I'm looking for is a good short-track race?
: Next time you browse thru that race-list... take a good look at it...
: Perhaps you'll see how much useless information/listings it really
contains.
:
:
: --
: ed_
: http://www.racesimcentral.net/
: ---------------------------------------
: $10 say Petter Solberg wins the 2003 WRC
:
:
> Rubbish. From the LAN experience I have, I can tell you the answer is
> "lotsa"
MrB is getting more and more irrelevant as his conversation continues. LOL
> I use a joystick - and old, beaten-up unit which needs to be replaced, but
> it is my favourite and I prefer it to the clutter of wheel and pedals.
> I also run my display at lower-than-median detail and drive the car using
> the rooftop view.
> In accordance with your dictates, perhaps I should be banned because it
> doesn't fit in with your criteria?
> Bruce.
> > Horsepower is a completely separate issue. I'll qualify my criteria by
> racing the sim with the proper equipment (steering wheel and gas/brake
> included). If someone doesn't have the horsepower, then they should
> consider taking steps necessary to acceptably run the sim.....or get a PS2
> and EA Sports Nascar Thunder.....
> --
> McWhom
> -----------------------------------------------------------------
> : I second that, a race list filter is a MUST!
> :
> : > Holy crap!
> : > Thanks some patch - Thanks Papy....
> : >
> : > But I just have to add:
> : >
> : > WHY NO F'IN RACE-LIST FILTERS????
> : >
> : > Cant't be that damn hard to do!
> : >
> : > I'm so sick and tired of browsing thru
I see no rule in the official NASCAR rules which states that drivers can't
use a racing line driving aid - so therefore *you* are the one which is
further from reality by adding in rules to the simulator as you see fit ;-)
> > Geez, I just click on the criteria I am looking for
> > --
> > McWhom
> > -----------------------------------------------------------------
> > : I second that, a race list filter is a MUST!
> > :
> > : > Holy crap!
> > : > Thanks some patch - Thanks Papy....
> > : >
> > : > But I just have to add:
> > : >
> > : > WHY NO F'IN RACE-LIST FILTERS????
> > : >
> > : > Cant't be that damn hard to do!
> > : >
> > : > I'm so sick and tired of browsing thru
> 20000000000000000000000000000000
> > : > empty races just to find that 1 roadcourse race I was looking for!
> > : >
> > : > Look at RTCW, BF1942 etc etc. *AND LEARN!!*
> > : >
> > : > Arrrrrrrgghh!!!
> > : >
> > : > --
> > : > ed_
> > : >
> > : >
> > : >
> > :
> > :
I'm more concerned that I didn't see anything mentioned about random damage.
Nothing about toning down the games giving far too many random engine
failures, transmission failures, etc... and still no option for online race
proctors to turn it off altogether.
-Larry
> "Tim" <teg...@optushome.com.au> wrote in message
> news:3efd7bdd$0$9355$afc38c87@news.optusnet.com.au...
> > Patch Update #2
> > Steve Myers (Papy Developer) - 11:30am Jun 27, 2003 PST
> > Hi all,
> > Below you will find the readme for the upcoming NR2003 patch. As I
> am
> > sure you will see, we have made quite a few bug fixes along with adding
> some
> > features. The patch has been submitted to QA and will be released when
> they
> > have completed testing it.
> > Steve
> > NASCAR? Racing 2003 Season PATCH README 1.1.0.0 06/25/03 [ To read
> > this file, select Edit/Word Wrap from the menu above ]
> > TABLE OF CONTENTS
> > [1] WHAT THE PATCH FIXES [2] HOW TO INSTALL THE PATCH [3]
ADDITIONAL
> > INFORMATION [4] CONTACTING SIERRA
> > a.. ***********************************
> > NOTE: The 1.1.0.0 version of NASCAR? Racing 2003 Season is not
> > multiplayer compatible with previously released versions. As a client
you
> > will only be able to see and join 1.1.x.x servers, and similarly as a
host
> > only 1.1.x.x clients will be able to see and join your server.
> > Additionally, telemetry gathering programs built for the
previously
> > released versions of the game will not be compatible with the 1.1.0.0
> > version. These utilities will need to be re-linked with the updated
> > papytelemapp.obj that is distributed with the 1.1.0.0 patch.
> > a.. ***********************************
> > [1] WHAT THE PATCH FIXES ====================================
> > AI:
> > a.. AI cars will now be less likely to retire as a result of
> suffering
> > damage.
> > CAR FILES:
> > a.. Changed the #155 to a Ford.
> > CAR MODEL:
> > a.. Added jack screw holes to rear window.
> > a.. Fixed incorrect shininess map on steering column.
> > CAR SETUPS:
> > a.. Slight adjustments to the FAST and JASPER setups to account
for
> > ride-height and front spring changes. See PHYSICS section below for more
> > details.
> > CHAMPIONSHIP SEASON:
> > a.. Qualifying results and number of poles will now be properly
> saved
> > in Event Results and Season Standings after a completed qualifying
session
> > was restarted.
> > a.. Fixed some minor sorting issues on the Event Results and
Season
> > Standings tables.
> > a.. Practice length, Happy Hour length, and the roster name are
now
> > properly saved into the season file.
> > CONTROLS:
> > a.. When throttle or brake are assigned to a digital control such
as
> a
> > keyboard key or joystick button, traction control and anti-lock brakes
can
> > now be disabled.
> > GARAGE:
> > a.. Car setup ranges are now properly applied as a setup is
loaded.
> > This prevents the use of setup files from previous versions which
allowed
> > different ranges.
> > MULTIPLAYER:
> > a.. Fixed a bug which prevented in-car chat when the chat filter
was
> > disabled.
> > a.. Fixed a bug which prevented bosses from ejecting other
clients.
> > a.. The !clear command has been renamed !clear_black so as to not
> > conflict with the various clear password commands.
> > a.. Increased timeout for Sierra.com race list download.
> > a.. Hardcore mode now has separate options for driving aids and
> visual
> > restrictions. When driving aids are restricted, anti-lock brakes,
> stability
> > control, steering assistance, and traction control will be disabled for
> all
> > drivers.
> > a.. Increased race session start countdown from 30 to 60 seconds.
> > a.. Black flags that are issued by an admin or as the result of a
> poll
> > can now be cleared.
> > a.. Non-animated opponent pit crews can now be seen in multiplayer
> > races.
> > a.. Sierra.com system messages are now properly translated
> eliminating
> > the cryptic "@#1267ever" and similar messages.
> > PHYSICS:
> > a.. Updated super speedway aero drag and downforce maps based on
new
> > data Jasper Motorsports.
> > a.. Extended the non-super speedway aero-downforce and
aero-balance
> > maps so that when the car is run very low to the ground an aero
understeer
> > problem caused by running off the end of the aero maps is fixed.
> > a.. Softened motion ratios of the front springs based on new data
> from
> > Jasper Motorsports. Slightly stiffer front springs will be required to
get
> > the same front wheelrate as before. Version 1.0 setups will still have
the
> > correct wheel rate, their spring rate will be displayed based on the new
> > motion ratio.
> > a.. Slightly reduced front bump camber effects.
> > a.. Front suspension geometry has been reworked to fix a camber
> > fall-off with steering bug.
> > a.. Chassis had too much ground clearance, so bottoming out
wouldn't
> > occur when it should.
> > a.. Chassis bottoming out friction is increased.
> > a.. Reduced draft effects.
> > a.. Rear weight bias at restrictor plate tracks is now limited to
> 50%
> > of the car's minimum weight to match 2003 rule changes.
> > a.. Tire wear is now more affected by running tires hot.
> > a.. Stability Control has been tweaked to affect tire wear.
> > PIT CREW:
> > a.. Pit crew will no longer wave pit sign when you are serving a
> > drive-thru penalty unless you pull into the pit stall area indicating
that
> > you actually want to pit (note that the drive-thru penalty will NOT be
> > cleared if you do in fact stop for service).
> > RACE CONTROL:
> > a.. Fixed a bug in Arcade mode which prevented you from being able
> to
> > clear a drive-thru penalty after speeding in the pits.
> > a.. Penalties for cutting the course are no longer enforced after
a
> > car has taken the checkered flag.
> > a.. Qualifying session time will be extended for longer tracks.
This
> > will allow the use of 3rd party tracks where qualifying laps previously
> > could not be completed within the game's default session time limit.
> > a.. Caution periods at the short ovals (Bristol, Martinsville, and
> > Richmond) have been extended by an additional lap.
> > a.. Fixed a bug which caused the speed/gear indicator's yellow
flag
> to
> > not reset after a debris caution.
> > a.. Increased caution sensitivity.
> > a.. With damage enabled, debris cautions for single car accidents
> are
> > now possible.
> > RENDERER:
> > a.. Fixed a bug which could cause low track rail LODs in wide FOV
> > camera views.
> > a.. Greatly reduced framerate impact of advanced "on-car shadows"
> > Graphics options when using the DirectX D3D renderer.
> > a.. Car shadows can now use Shadow Volumes. See Additional
> Information
> > section below for details.
> > a.. Slight optimization to multi-pass rendering in the DirectX D3D
> > renderer. See Additional Information section below for details.
> > a.. Fixed bug which caused car to car shadows to appear opaque
black
> > in the OpenGL renderer.
> > a.. Fixed a bug in the DirectX D3D renderer that for some users
> would
> > cause a crash at the Eight-Bowl track (this fantasy track is available
via
> a
> > separate track pack download).
> > a.. Fixed a bug in the OpenGL renderer that caused some of the
> shadows
> > at Las Vegas (76 balls and the scoring tower) to not be cast onto the
car.
> > SPOTTER/CREW CHIEF:
> > a.. Added support for "3-wide on the left" and "3-wide on the
right"
> > messages.
> > a.. If you are already on pit road, the spotter will no longer
> remind
> > you to come in and serve a black flag penalty when you cross the start
> > finish line. If you exit pit road without serving the penalty, the
> reminder
> > message will then be triggered.
> > TELEMETRY:
> > a.. Player car gauge data and opponent car track position
> information
> > are now available. See "telemetry\papytelemapp.h" and
> > "telemetry\tsample.cpp" for details.
> > TRACK ARTWORK:
> > a.. Fixed a problem with the horizon texture at Darlington when
> cloudy
> > weather was selected.
> > a.. Fixed a graphical issue that could be seen in the rear-view
> mirror
> > at Texas.
> > a.. Added missing wall ads back to New Hampshire.
> > TRACK GEOMETRY:
> > a.. Fixed an incorrect extended surface type on the apron at
> > Bristol-Night.
> > TRACK SETTINGS:
> > a.. Increased Bristol, Bristol-Night, and Martinsville pace speeds
> to
> > 40 mph to prevent passing the pace car while on pit road.
> > a.. Tightened up the qualifying checkpoints for Daytona and
Daytona
> > Night.
> > a.. Added a new track.ini setting "track_dir". See section below
for
> > details.
> > USER INTERFACE:
> > a.. Fixed scroll bar on Sierra.com available races table.
> > a.. Added a checkbox to the Options screen to disable the menu
> > background animations.
> > a.. Fixed a typo in the garage's transmission
read more »
Hey, if it helps keep the next guy out of my ass-end or my side, then I say
let them use the thing. I don't have to see it, only they do.
-Larry
> > Rubbish. From the LAN experience I have, I can tell you the answer is
> > "lotsa"
> Hmmmm, I've never used the driving line thing, but I do occasionally
> use stability control.
I 1000th the need for a race list filter.
-Larry
> --
> McWhom
> -----------------------------------------------------------------
> : I second that, a race list filter is a MUST!
> :
> : > Holy crap!
> : > Thanks some patch - Thanks Papy....
> : >
> : > But I just have to add:
> : >
> : > WHY NO F'IN RACE-LIST FILTERS????
> : >
> : > Cant't be that damn hard to do!
> : >
> : > I'm so sick and tired of browsing thru
I agree. You and Ken Schrader can go to Daytona with buckets of paint
tomorrow and hopefully by Sunday you will be finished and ready for the
race......Oh, I forgot, the painted line is not in their game......sorry.
Mr. B
> > Here's my reason for being upset about the ideal racing line issue.
> > If a driver needs the ideal racing line on during multiplayer racing,
then
> > at some point their telling me (without actually saying it) that they
must
> > need to look at it for reference purposes even if their actual line is
> > different. That's why they call it a driving aid.
> > If instead, they use the track itself and turn markers/green flag poles
as
> > reference points for their turns and braking points, then they are doing
> > what NASCAR drivers do each week, which makes the experience more of a
> > simulation.
> > It also gives those of us trying to keep it "as real as possible"
(without
> > using the racing line) on an even playing field with everyone else out
> > there. That's the point I'm trying to make.
> > Mr B
> I see no rule in the official NASCAR rules which states that drivers can't
> use a racing line driving aid - so therefore *you* are the one which is
> further from reality by adding in rules to the simulator as you see fit
;-)
Eldred
--
Help find missing child: Tatianna Ashley Chillcutt from Michigan(info on my
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Homepage - http://www.umich.edu/~epickett
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Eldred
--
Help find missing child: Tatianna Ashley Chillcutt from Michigan(info on my
homepage)
Homepage - http://www.umich.edu/~epickett
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