> No but I did purchase Nascar2 under a false impression expecting and
> I quote from the summer 1997 issue of Interaction page 47. " includes
> 16 different tracks, all featuring incredible realism." this was taken
> from the Nascar2 adverti***t on that page. The AI is so screwed up
> how can they promise "Incredible realism" on all tracks.
> The whole point is they knew it had problems when we bought it and we
> didn't but now that we do (which now they admit) they say too bad.
> What the hell kind of customer support is that?
Let's see...I own Longbow (AI Bugs, even after patches!), Jack Nicklaus
4 (Bugs!), The Wing Commander series (Bugs!), NHL '97 (serious AI
Bugs!), GP2 (AI Bugs!), MS Flight Sim 6.0 (Bugs!), Office 97 Pro (Bugs
and Macro Viruses!), Visual Basic 5.0 & C++ (Bugs!), and 3D Studio
(Bugs!).
Bart & Scarecrow, I'm not going to initiate some flame war here, I know
you're both pretty close minded- But if you can develop a sim with AI
that has NO bugs, that'll be a first.
Let me try to help you both understand what a simulation program is:
it's merely software, carrying out a predetermined, calculated or random
set of instructions. It isn't human, therefore, it can't possibly think
like a human would in every situation.
Now, about NASCAR 2- I just completed a championship season without
using any of the official patches (I did use a pre-patch fix for
Atlanta). I won a good amount of races and the points championship,
damage on, realistic mode, 100% AI. No, not every situation was
resolved by the computer drivers exactly as would be in real life, but I
still had a lot of fun. However, I did feel a great amount of realism
in the sim.
Before you continue bashing Papyrus and its employees who jump in here
to communicate with you (unlike any other sim company), let's review
what Papyrus has accomplished for you, the gamer:
1989- Indianapolis 500, The Simulation- first PC based racing sim to
feature a full field of cars. First PC based racing sim to create
incidents and mechanical failures by the AI opponents.
1993- IndyCar Racing- First PC based racing sim to feature a paintshop
so players could make their own cars. First PC based racing sim to use
texture mapping to create realistic decals and designs on cars. First
PC based racing sim to feature instant replay that lasted longer than 20
seconds.
1994- NASCAR Racing- First PC based racing sim to tackle NASCAR
competition with realistic tracks, including accurate scenery. First PC
based racing sim to offer every NASCAR track licensable. First PC based
racing game to offer texture mapped, SVGA video in a full race field.
1995/96- IndyCar Racing II- First PC based racing game to be released in
three versions at once- Windows, DOS, MAC. First PC based racing game
to feature rendition support.
1996- NASCAR Racing 2- First PC based racing game to offer spotter
audio. First NASCAR genre game to offer rendition, first PC based
racing game to offer Dale Earnhardt and a host of other Winston Cup
stars.
So, where would we sim racing fanatics be without Papyrus? Playing Bill
Elliott's bug-filled NASCAR challenge? Days of bugs and Thunder? GP2?
I am grateful for Papyrus being the first to stand up and tackle the
NASCAR world with such ferocity. Heck, even Busch driver Steve Park
attributed his 5th place finish at Dover to his 800+ laps driven on the
monster mile in NASCAR 2! He mentioned this live on TNN motorsports
after the race. I look forward to the continuing evolution of the
computer racing sim, thanks in large part to Papyrus.
God Bless,
Steve