>> 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
agree with you Steve. They are trying to make something out of nothing.
The pit bug on N2 is fixable. All you need is keep the Opp. down or you can
to the right line. Also you can avoid getting hit by the AI car if you
don't try to outbrake them into the turn on the first lap.