rec.autos.simulators

Dirt racing simulation

Egomani

Dirt racing simulation

by Egomani » Sat, 09 Jan 1999 04:00:00

Are there any kind of plans for a game like this in the near future? I
would really like to see a game with late model dirt racing. I know that
you can use N2 or N99 and get car sets and dirt tracks but I want a true
to life dirt simulator. Here are some of the things on my wish list for
a dirt simulation:

1.I know you can't have it licensed by Hav-A-Tampa or Stars probably so
no drivers licensing either. Well, the drivers on the game could be
named B. Scottquist for Scott Bloomquist and so on. You could have the
cars to look identical to the real ones, just take away the numbers and
renumber them in the game. Both of these problems would be solved by
having a driver editor to rename them and a nifty paintshop to renumber
the cars to their rightful numbers.

2. Have about 25 dirt tracks included in the game. Again, because of
licensing have Eldora called Delora and so on. Include all kinds of
different tracks like the huge mile tracks and some of the smaller 4/10
mile tracks. Have the real surfaces included for each track. Around
coastline tracks have it like it is......alot of sand in the tracks and
keep them as close as true to life as possible.

3. The database of drivers would include 90 different drivers. In Season
mode it would be just like it is for dirt lm drivers. There would be 3
major races each weekend at different tracks for different purses. All
drivers in database compete each week but they all go to the different
tracks. Say in week 1 there were races at Volunteer Speedway, West
Plains Speedway, and Pittsburgh Motor Speedway. The purses for all the
races would be different affecting quality of competition and driver
counts. Example: Volunteer pays $20,000 to win, West Plains $5,000 to
win, and Pittsburgh $8,000 to win. Ok, more drivers would go to
Volunteer and there  would be better drivers there. Say they have 42
cars for the race weekend. Well, West Plains has a smaller purse and car
count but its a more driver friendly track than either of the others.
You may have a better shot at winning this race than finishing in the
top 15 at Pittsburgh or even making the race at Volunteer. Say West
Plains has 22 cars. Pittsburgh has 26 then.

    Ok, only 24 cars start a feature race no matter what track they are
on. Well, no problem for West Plains so where you qualify there would be
where you start the race. At Pittsburgh the Top 18 would make the race
and the others would race a 15 lap consolation race to see where they
start. So the final 2 cars from consi would not make the feature. Well,
at Volunteer here's how it would have to be. Qualifying determines where
you start in a heat race. Since there are 42 cars at Volunteer
qualifying for the race would be much harder. There are 4 heat races and
a consolation race in a weekend before feature time. The races you
aren't in you could watch it like a TV style broadcast or simulate those
races. Say we run 29th in qualifying. Well, we would be in 8th in the
first heat. That means that we would be racing with the fastest overall
qualifyer in our race. The way to the feature is the top 4 from each
heat race makes it in. All the others go into consi to set numbers 17-24
in feature race. If you didn't make it through the heat and had to go to
consi and don't make it then to bad you will either watch the race or
sim it and go on to next weekend. I understand that this might make some
people mad that they don't get to  run in the race if they don't make it
but that would make this a true sim cause thats part of racing.

    The race would be a 100 lap feature race with the 24 drivers that
makes it. Since this will be a true sim after *** builds up in the
track it gets a little harder to pass in the groove. That makes racing
tighter and slip ups very costly. Some tracks will have multiple grooves
and this not be a problem.

   The object in the game is after the season is over to have won as
much money as possible. There would be some special races in the season
where there are only 1 race like the weekend of the World 100 at Eldora
or the Show Me 100 at West Plains that all 90 cars are at. These races
would have huge purses all the way down the line and be much harder to
make. Same format with qualifying, heats (6 at races like this)
consolations (3) and finally the feature.

   I know that this is a pipe dream but being around this sport for all
of my life I believe that a game like this is possible.......I just
ain't smart enough to create it myself. But I hope someone that is
will!!!!

jmont

Dirt racing simulation

by jmont » Sat, 09 Jan 1999 04:00:00

I think Don Wilshe has something in the works with a sprint car
simulation...

Are there any kind of plans for a game like this in the near future? I
would really like to see a game with late model dirt racing. I know that
you can use N2 or N99 and get car sets and dirt tracks but I want a true
to life dirt simulator. Here are some of the things on my wish list for
a dirt simulation:

1.I know you can't have it licensed by Hav-A-Tampa or Stars probably so
no drivers licensing either. Well, the drivers on the game could be
named B. Scottquist for Scott Bloomquist and so on. You could have the
cars to look identical to the real ones, just take away the numbers and
renumber them in the game. Both of these problems would be solved by
having a driver editor to rename them and a nifty paintshop to renumber
the cars to their rightful numbers.

2. Have about 25 dirt tracks included in the game. Again, because of
licensing have Eldora called Delora and so on. Include all kinds of
different tracks like the huge mile tracks and some of the smaller 4/10
mile tracks. Have the real surfaces included for each track. Around
coastline tracks have it like it is......alot of sand in the tracks and
keep them as close as true to life as possible.

3. The database of drivers would include 90 different drivers. In Season
mode it would be just like it is for dirt lm drivers. There would be 3
major races each weekend at different tracks for different purses. All
drivers in database compete each week but they all go to the different
tracks. Say in week 1 there were races at Volunteer Speedway, West
Plains Speedway, and Pittsburgh Motor Speedway. The purses for all the
races would be different affecting quality of competition and driver
counts. Example: Volunteer pays $20,000 to win, West Plains $5,000 to
win, and Pittsburgh $8,000 to win. Ok, more drivers would go to
Volunteer and there  would be better drivers there. Say they have 42
cars for the race weekend. Well, West Plains has a smaller purse and car
count but its a more driver friendly track than either of the others.
You may have a better shot at winning this race than finishing in the
top 15 at Pittsburgh or even making the race at Volunteer. Say West
Plains has 22 cars. Pittsburgh has 26 then.

    Ok, only 24 cars start a feature race no matter what track they are
on. Well, no problem for West Plains so where you qualify there would be
where you start the race. At Pittsburgh the Top 18 would make the race
and the others would race a 15 lap consolation race to see where they
start. So the final 2 cars from consi would not make the feature. Well,
at Volunteer here's how it would have to be. Qualifying determines where
you start in a heat race. Since there are 42 cars at Volunteer
qualifying for the race would be much harder. There are 4 heat races and
a consolation race in a weekend before feature time. The races you
aren't in you could watch it like a TV style broadcast or simulate those
races. Say we run 29th in qualifying. Well, we would be in 8th in the
first heat. That means that we would be racing with the fastest overall
qualifyer in our race. The way to the feature is the top 4 from each
heat race makes it in. All the others go into consi to set numbers 17-24
in feature race. If you didn't make it through the heat and had to go to
consi and don't make it then to bad you will either watch the race or
sim it and go on to next weekend. I understand that this might make some
people mad that they don't get to  run in the race if they don't make it
but that would make this a true sim cause thats part of racing.

    The race would be a 100 lap feature race with the 24 drivers that
makes it. Since this will be a true sim after *** builds up in the
track it gets a little harder to pass in the groove. That makes racing
tighter and slip ups very costly. Some tracks will have multiple grooves
and this not be a problem.

   The object in the game is after the season is over to have won as
much money as possible. There would be some special races in the season
where there are only 1 race like the weekend of the World 100 at Eldora
or the Show Me 100 at West Plains that all 90 cars are at. These races
would have huge purses all the way down the line and be much harder to
make. Same format with qualifying, heats (6 at races like this)
consolations (3) and finally the feature.

   I know that this is a pipe dream but being around this sport for all
of my life I believe that a game like this is possible.......I just
ain't smart enough to create it myself. But I hope someone that is
will!!!!

Destro

Dirt racing simulation

by Destro » Sun, 10 Jan 1999 04:00:00

I know its probably far from perfect but have you tried Powerslide?

> Are there any kind of plans for a game like this in the near future? I
> would really like to see a game with late model dirt racing. I know that
> you can use N2 or N99 and get car sets and dirt tracks but I want a true
> to life dirt simulator. Here are some of the things on my wish list for
> a dirt simulation:

> 1.I know you can't have it licensed by Hav-A-Tampa or Stars probably so
> no drivers licensing either. Well, the drivers on the game could be
> named B. Scottquist for Scott Bloomquist and so on. You could have the
> cars to look identical to the real ones, just take away the numbers and
> renumber them in the game. Both of these problems would be solved by
> having a driver editor to rename them and a nifty paintshop to renumber
> the cars to their rightful numbers.

> 2. Have about 25 dirt tracks included in the game. Again, because of
> licensing have Eldora called Delora and so on. Include all kinds of
> different tracks like the huge mile tracks and some of the smaller 4/10
> mile tracks. Have the real surfaces included for each track. Around
> coastline tracks have it like it is......alot of sand in the tracks and
> keep them as close as true to life as possible.

> 3. The database of drivers would include 90 different drivers. In Season
> mode it would be just like it is for dirt lm drivers. There would be 3
> major races each weekend at different tracks for different purses. All
> drivers in database compete each week but they all go to the different
> tracks. Say in week 1 there were races at Volunteer Speedway, West
> Plains Speedway, and Pittsburgh Motor Speedway. The purses for all the
> races would be different affecting quality of competition and driver
> counts. Example: Volunteer pays $20,000 to win, West Plains $5,000 to
> win, and Pittsburgh $8,000 to win. Ok, more drivers would go to
> Volunteer and there  would be better drivers there. Say they have 42
> cars for the race weekend. Well, West Plains has a smaller purse and car
> count but its a more driver friendly track than either of the others.
> You may have a better shot at winning this race than finishing in the
> top 15 at Pittsburgh or even making the race at Volunteer. Say West
> Plains has 22 cars. Pittsburgh has 26 then.

>     Ok, only 24 cars start a feature race no matter what track they are
> on. Well, no problem for West Plains so where you qualify there would be
> where you start the race. At Pittsburgh the Top 18 would make the race
> and the others would race a 15 lap consolation race to see where they
> start. So the final 2 cars from consi would not make the feature. Well,
> at Volunteer here's how it would have to be. Qualifying determines where
> you start in a heat race. Since there are 42 cars at Volunteer
> qualifying for the race would be much harder. There are 4 heat races and
> a consolation race in a weekend before feature time. The races you
> aren't in you could watch it like a TV style broadcast or simulate those
> races. Say we run 29th in qualifying. Well, we would be in 8th in the
> first heat. That means that we would be racing with the fastest overall
> qualifyer in our race. The way to the feature is the top 4 from each
> heat race makes it in. All the others go into consi to set numbers 17-24
> in feature race. If you didn't make it through the heat and had to go to
> consi and don't make it then to bad you will either watch the race or
> sim it and go on to next weekend. I understand that this might make some
> people mad that they don't get to  run in the race if they don't make it
> but that would make this a true sim cause thats part of racing.

>     The race would be a 100 lap feature race with the 24 drivers that
> makes it. Since this will be a true sim after *** builds up in the
> track it gets a little harder to pass in the groove. That makes racing
> tighter and slip ups very costly. Some tracks will have multiple grooves
> and this not be a problem.

>    The object in the game is after the season is over to have won as
> much money as possible. There would be some special races in the season
> where there are only 1 race like the weekend of the World 100 at Eldora
> or the Show Me 100 at West Plains that all 90 cars are at. These races
> would have huge purses all the way down the line and be much harder to
> make. Same format with qualifying, heats (6 at races like this)
> consolations (3) and finally the feature.

>    I know that this is a pipe dream but being around this sport for all
> of my life I believe that a game like this is possible.......I just
> ain't smart enough to create it myself. But I hope someone that is
> will!!!!

Bill Met

Dirt racing simulation

by Bill Met » Sun, 10 Jan 1999 04:00:00



>Are there any kind of plans for a game like this in the near future? I
>would really like to see a game with late model dirt racing. I know that

  This question actually comes up quite a bit.  I think the biggest reason
is that the market for a dirt racing simulation would be tiny compared to
NASCAR/CART/F1.  On the technical side, a dirt-based simulation would
probably be almost impossible to code with any degree of realism.  I base
that statement on an article Paul VanValkenburgh did on WoO sprint cars in
a past issue of Racecar Engineering.  In it he stated that many of the
principles and tricks used to go quick on dirt have no engineering basis
at all.  They're just based on years and years of experience.  If
something can't be mathematically modeled, it can't be programmed.

-Bill
--
Bill Mette      | "A person is smart.  People are dumb."
MCSNet, Chicago |                        - K MiB

Daxe Rexfor

Dirt racing simulation

by Daxe Rexfor » Sun, 10 Jan 1999 04:00:00

Theres always that horrid ABC interactive Road to Indy thing you can play if
you just absolutely NEED to have dirt car trappings.  It was a real bomb, so
you can probably pick it up for 20$ anywhere.  Come to think of it, I paid
20$ for it when it was brand new.

~dx

-----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==----------
 http://www.newsfeeds.com/       The Largest Usenet Servers in the World!
-----------== Over 66,000 Groups, Plus  a  Dedicated  Binaries Server ==----------

5th Docto

Dirt racing simulation

by 5th Docto » Mon, 11 Jan 1999 04:00:00

I think just a bit of tweakin to the Powerslide code would make a great
sprintcar sim.



>>Are there any kind of plans for a game like this in the near future? I
>>would really like to see a game with late model dirt racing. I know that

>  This question actually comes up quite a bit.  I think the biggest reason
>is that the market for a dirt racing simulation would be tiny compared to
>NASCAR/CART/F1.  On the technical side, a dirt-based simulation would
>probably be almost impossible to code with any degree of realism.  I base
>that statement on an article Paul VanValkenburgh did on WoO sprint cars in
>a past issue of Racecar Engineering.  In it he stated that many of the
>principles and tricks used to go quick on dirt have no engineering basis
>at all.  They're just based on years and years of experience.  If
>something can't be mathematically modeled, it can't be programmed.

>-Bill
>--
>Bill Mette      | "A person is smart.  People are dumb."
>MCSNet, Chicago |                        - K MiB


Bill Met

Dirt racing simulation

by Bill Met » Mon, 11 Jan 1999 04:00:00



>Theres always that horrid ABC interactive Road to Indy thing you can play if
>you just absolutely NEED to have dirt car trappings.  It was a real bomb, so
>you can probably pick it up for 20$ anywhere.  Come to think of it, I paid
>20$ for it when it was brand new.

  It wasn't ovals, but don't forget SODA.  It was pretty decent for it's
time.

-Bill
--
Bill Mette      | "A person is smart.  People are dumb."
MCSNet, Chicago |                        - K MiB


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.