rec.autos.simulators

NASCAR Thunder 2003 Mini-Review

M. Mai

NASCAR Thunder 2003 Mini-Review

by M. Mai » Sat, 19 Oct 2002 15:27:55

Well.... Todd Bodine is in WC you know...LOL

--
M. Main

Vice President, RacersEdge Motorsports Inc.
Challenges are inevitable, Defeat is optional...   www.Racers-Edge.net
#69 2002 LoA/CoA Chevy Monte Carlo Sim-racecar
www.LordsOfAcid.com / www.ChildrenOfAcid.com





  >
  > >Anyone know what tracks Pocono and Watkins Glen are supposed to be?
  >
  > Did I mention that the pre-release screenshots showing 3-wide through
  > the esses at Watkins Glen were legitimate?  I just ran a full lap at
  > Pocono against 100% AI, 4-wide.  Beautiful work.
  >
  > Jason
     So....you are saying that doing something that is NOT do-able in real
  Nascar racing is a GOOD thing?  4 wide down the main straight at Pocono, but
  that's it...and 3 wide at the Esses...nobody in WC has brass balls that
  big...
  dave henrie

M. Mai

NASCAR Thunder 2003 Mini-Review

by M. Mai » Sat, 19 Oct 2002 15:41:04

riiiiiiiiiiiiiiiiiiiiiiiiight.

--
M. Main

Vice President, RacersEdge Motorsports Inc.
Challenges are inevitable, Defeat is optional...   www.Racers-Edge.net
#69 2002 LoA/CoA Chevy Monte Carlo Sim-racecar
www.LordsOfAcid.com / www.ChildrenOfAcid.com


  .
  >
  > If you're played a Papy NASCAR sim, or even watched a race or two on
  > TV, be prepared for a shock the first time you take the car on the
  > track.

  Lol.....like these two things are identical. I watched the race on TV and damned if
  I'm not shocked taking the car on the track....................................

  Real racing is that. A game is a game period only and for enjoyment. Call it
  a sim to feel better about playing games on the computer if you wish, but it
  is a game, not real racing by any stretch of the imagination Unless you work
  as a professional race car driver for a Winston Cup team and have many years experience
  doing so, well then my friend your blowing smoke outta your ass. If someone likes the
  game good if not thats fine too. Its all about what one enjoys. My .opinion, and in my
  world its the only opinion that counts. Adios !

Jason Moy

NASCAR Thunder 2003 Mini-Review

by Jason Moy » Sat, 19 Oct 2002 19:38:01



Nah.  I have to admit that if I took the time to edit stuff to remove
the wheel/hands and switch to high-frequency physics but left some
aids on I'd feel like an idiot. =)

Jason

Goy Larse

NASCAR Thunder 2003 Mini-Review

by Goy Larse » Sat, 19 Oct 2002 21:58:36


> So you condemn Papy for doing this when EA were the ones that invented it?

Didn't know you Beta tested for EA Brian ?

Beers and cheers
(uncle) Goy

"The Pits"    http://www.theuspits.com/

"A man is only as old as the woman he feels"
--Groucho Marx--

JTBur

NASCAR Thunder 2003 Mini-Review

by JTBur » Sat, 19 Oct 2002 22:01:26

If you didn't like Heat, don't buy this game. It is very Heat-like, IMHO.

Todd

"Don Burnette" <d.burne...@clothescomcast.net> wrote in message

news:48WcnW89tZ813jKgXTWcpA@News.GigaNews.Com...
Well, I thank him as well, but in the other direction, based on what he
mentioned along with what some others have mentioned, I will definitely pass
on this one. I wasn't impressed with the screen shots, wasn't impressed with
Heat, and now know I would not be impressed with this game.

Thanks for the detailed report Jason,

Don Burnette

jrdrags wrote:
> Jason,
> Thank you for helping with me decide whether to buy NT2003. You are
> obviously one of those who are so stuck on Papy and their $50.00
> patches that you wouldn't give anything a far chance. That was
> obvious from earlier posts before the game was released. So, I will
> leave N4 on my harddrive for my little boy to play with, while I will
> move on and try something different. Actually having more fun right
> now with the Lemans mod for F1 2002. And, like Heat, I will support
> anyone that goes head to head with Papy and their $50.00 patches.
> Thanks for the rant
> "Jason Moyer" <jmo...@chemlab.org> wrote in message
> news:3daee3e2.43217433@news.stargate.net...
>> On Thu, 17 Oct 2002 02:55:19 GMT, jmo...@chemlab.org (Jason Moyer)
>> wrote:

>> <snip>

>> Ok, I was tired when I posted this so here's some details on what is
>> good and bad about the sim.

>> 1. Graphics

>> If you like F1 2002, you might like these.  The default LOD bias
>> causes the cars to deres literally 5 feet in front of you.  As Ed
>> Solheim pointed out in another thread, the rear view mirror makes it
>> look like cars are literally on top of you.  The graphics feature the
>> same flicker as the ISI F1 games, regardless of the FSAA level you
>> use.  The textures remind me of SCGT, i.e. cartoony, dark, and
>> oversaturated.  The car models aren't bad, but the cars seem much
>> longer than a real WC stock car.

>> The damage modelling is seriously humorous.  Hitting something on the
>> side, like the wall, will cause the side to dent in a'la Nascar 2002
>> but also puts a big gray hole in the car.  Best I can tell there's no
>> damage to the hood or roof.  I've backed  the car into the wall at
>> over 100mph and the bumper dented a bit, I was disappointed after
>> being used to the way N2002 smushes your bumper all the way to the
>> axle.  The nose damage looks wrong, after taking a few hits at the
>> front the car starts looking like a shart, as you have this middle
>> bit that sticks out with big dents on either side that, in real life,
>> would be impossible because of the chassis and engine block being
>> there.

>> N2002 wins this category hands down, especially in terms of texture
>> realism and graphical clarity.  It also runs 30 frames per second
>> faster on my machine with full detail at 1280x1024x16 than NT2003
>> does.  NT2003 does get bonus points for attempting to include some
>> classic cars, but who wants to drive Cale Yarborough's early 80's #28
>> car with "Cale" written on it instead of Hardee's.

>> The wheel/hands are ugly and can't be removed in-game.  However you
>> can comment out the lines that define these in the vehicle.gen file
>> and everything looks much much better...except that the default
>> cockpit camera feels like you have your face pressed against the
>> windshield, but YMMV.

>> 2. Sound

>> Most of the menu music is horrible, the single saving grace being
>> Steppenwolf's "Magic Carpet Ride" which I wish would just loop.

>> The commentators at the beginning of the race sound like they were
>> recorded in my bathroom.  Actually, I've done recordings in my
>> bathroom and they were of higher quality.  For some curious reason,
>> they've left out the driver introductions, so when the game does the
>> standard F12k2 scroll through the field, you're left with an awkward
>> silence.  Thankfully, this is preferable to hearing more of the
>> announcing.

>> Driving, the engine sound is far inferior to N2002.  The tire sounds
>> are far inferior to N2002.  For the engines it seriously sounds like
>> they sampled a chainsaw and ran it through some cheap plate reverb,
>> it's that bad.

>> 3. Layout/Presentation

>> The menus are horrible.  Thankfully on the track selection screen
>> there are drop down boxes you can access to select the track, but
>> most things are laid out completely illogically and/or a pain to
>> find. Selecting a driver (you have to use one of the real cars,
>> there's no paintshop included or option to simply drive as yourself)
>> requires going through a list with all of the drivers, which is a
>> time consuming process.

>> The rest is pretty much straight from F1 2002, with different icons
>> and maybe slightly different on-screen placement.

>> The race weekend is annoying.  There is no option to use a short pace
>> lap, even with auto pace lap turned on, so at a place like the Glen
>> be prepared to spend 5-10 minutes on a pace lap before putting in
>> even a short race.  Speaking of auto pace lap, if auto pace lap
>> and/or auto pitting are enabled, the game gives no warning that it's
>> going to return control to you.  Just suddenly the spotter yells "GO
>> GO GO" and you're sitting there scrambling for your wheel.

>> The fighter jets screaming overhead at every single track are cheesy.
>> On the other hand, I really felt like having sex with my cousin at
>> that point, so it could be what they're going for.

>> Replays are done F1 2002 style, so nothing to comment there.  If
>> you've played an ISI game, you know what it's like.

>> 4. Track Modelling

>> Apparently Pocono is 4 or 5 lanes wide, doesn't require any braking,
>> and is paved in concrete.  Apparently the esses and the outer loop at
>> the Glen are banked about as much as Bristol, at least with the
>> little bit of banking Bristol has in this game.  Seriously
>> appalling.  The off-track details are of course just as bad, but you
>> can't really expect much when the actual track surfaces are so far
>> off.

>> Speaking of track modelling, unless there is a change in banking at
>> the apron, you can drive it without a penalty.  Just ran some really
>> quick laps at Tally without venturing above the yellow line.

>> If you're played a Papy NASCAR sim, or even watched a race or two on
>> TV, be prepared for a shock the first time you take the car on the
>> track.  Throw everything you know about the line of the tracks out
>> the window, you won't need 'em here.

>> 5. Physics

>> First, I'm using super-high frequency physics, which can be changed
>> in the PLR file.  The standard are similar, as in F1 2002, while the
>> flaws in the engine tend to be exaggerated somewhat.

>> Just like F1 2002, a car that should be on the edge of traction at
>> high speeds is glued to the track.  If you do use your brakes here,
>> which I recommend since there's no engine braking to speak of, don't
>> worry about applying them until you're near the apex.  Turn 1 at
>> Pocono can be taken flat out until you near the apex, same with the
>> turns at Bristol, Dover, and Martinsville.

>> Apparently the reason drivers spin at Bristol is because of the
>> cracks in the concrete.  I never noticed that before.  It must be
>> tough flooring it there when the car wants to spin because the rear
>> wheels are 6 inches off the ground every time your drive over a seal.

>> As in F1 2002, make sure you keep the framerate above 60.  The
>> polygon-based physics are touchy as always, and if those poor
>> attempts at high-frequency bump modelling send you 6 inches off the
>> ground at 60 fps, they'll have you sailing into the grass at 20 fps.

>> GPL and N2002 win hands down at capturing the feel of a car on the
>> threshold of friction (so does Dirt Track Racing 2, of all the
>> surprises).  To some it may feel like a hovercar, I suppose, but I'd
>> also guess that a car that is on the edge of control is going to feel
>> more like a bug skittering on the surface of the water than a tank
>> glued firmly in place until a rumble strip causes the rear end to
>> snap around.  I'm probably wrong tho.  As in F1 2002, the sensation
>> of weight transfer is minimal.  While this may be acceptable in a
>> ground-hugging stiff-as-carbon F1 car, it feels completely out of
>> place in the hulking behemoths in this game.  There is very little
>> indication of what the car is doing in terms of weight transfer,
>> which imho makes the sim harder to drive than N2002, at least when
>> putting the car on the edge.  Thankfully, harder in this case
>> doesn't mean more realistic.

>> Controller configuration is as bad as F1 2002.  An amusing note is
>> that the speed sensitivity slider doesn't go below 10% in the menus,
>> but it does register as 0% if you check your PLR file.

>> Jason

Brian Tat

NASCAR Thunder 2003 Mini-Review

by Brian Tat » Sat, 19 Oct 2002 22:41:11

Yep.  Started when I bought the Madden PC products for the first time.

The PC is just and afterthought for EA.  Their console versions of their
games are much better than the same ones for the PC.

--
Brian Tate
Communications Officer
CART Toyota Atlantic Championship
http://www.toyotaatlantic.com  http://www.cart.com


> > So you condemn Papy for doing this when EA were the ones that invented
it?

> Didn't know you Beta tested for EA Brian ?

> Beers and cheers
> (uncle) Goy

> "The Pits" http://www.theuspits.com/

> "A man is only as old as the woman he feels"
> --Groucho Marx--

Goy Larse

NASCAR Thunder 2003 Mini-Review

by Goy Larse » Sat, 19 Oct 2002 22:54:27


> Yep.  Started when I bought the Madden PC products for the first time.

> The PC is just and afterthought for EA.  Their console versions of their
> games are much better than the same ones for the PC.

Guess we know who's fault it is that EA games suck then :-)

Beers and cheers
(uncle) Goy

"The Pits"    http://www.theuspits.com/

"A man is only as old as the woman he feels"
--Groucho Marx--

Brian Tat

NASCAR Thunder 2003 Mini-Review

by Brian Tat » Sat, 19 Oct 2002 23:41:27

I could say I have had a hand in it.  :>

--
Brian Tate
Communications Officer
CART Toyota Atlantic Championship
http://www.toyotaatlantic.com  http://www.cart.com


> > Yep.  Started when I bought the Madden PC products for the first time.

> > The PC is just and afterthought for EA.  Their console versions of their
> > games are much better than the same ones for the PC.

> Guess we know who's fault it is that EA games suck then :-)

> Beers and cheers
> (uncle) Goy

> "The Pits" http://www.theuspits.com/

> "A man is only as old as the woman he feels"
> --Groucho Marx--

Scott B. Huste

NASCAR Thunder 2003 Mini-Review

by Scott B. Huste » Sun, 20 Oct 2002 04:27:03

Brian has been at fault for many of the problems in the sim racing community
Goy.   =)

I heard a rumor he was driving the bus that ran over Frank while he was
riding his bike.   LOLOL

--
Scott B. Husted
PA-Scott
ICQ# 4395450
http://www.Husted.cc

Larr

NASCAR Thunder 2003 Mini-Review

by Larr » Sun, 20 Oct 2002 04:55:03

Then they say... "See!   PC *** IS Dead.  We develop only for consoles
now".

Well, in EA's case, maybe that ain't so bad :)

-Larry


> Take it back.  If you don't, then you are supporting EA and letting them
> know you like it.  This goes for anyone else who purchases it and dislikes
> it.     TAKE IT BACK!!!!!!!  If the store won't take it back, send it back
> to EA.  They have a satisfaction guarantee.



> > Anyone know what tracks Pocono and Watkins Glen are supposed to be?

> > Yes, it is that bad.

> > As far as the handling goes, it's significantly worse than the FIA
> > GTv3 mod.  Speaking of that mod, apparently Tiburion didn't have any
> > luck getting rid of the "smoke/dirt/rain inside the***pit" effect
> > either.

> > I'm seriously appalled that I spent $40 on this coaster.  On the plus
> > side, having everything that annoyed me about the F1 2002 engine
> > smacking me straight in the face at every turn (literally) has made me
> > feel better about my gradual dislike for that "sim" as well.

> > Jason

Larr

NASCAR Thunder 2003 Mini-Review

by Larr » Sun, 20 Oct 2002 04:58:24

I certainly notice it.

I've got a junkyard FULL of right-front fenders that they have taken off in
their dive-bomb moves at the corners.

The AI in Nascar Racing went bad somewhere between NR3 and NR4.  I think the
engine wasn't the only thing that changed.  I believe the AI programmer
changed too.

-Larry


> Papy's AI sucks, period.  It seems that most of their customers don't
> notice it, because they never play single player.  I have no doubt that
> Papy's multiplayer is excellent, but even NFS has better AI than they
> do.



> Bill, really.

> We all know how you feel about Papyrus, but that is no reason to say EA
> has a better sim.
> If you think about it, Papy Did make several enhancements over the
> years, even though that slowed as Sierra stepped in.
> Still, it remains to be seen if EA will do the same, thereby changing
> their own habits.

> --
> Tim White
> www.intracmotorsports.com



>   The AI are much better than N2002's follow the leader and *** by
> number
>   Pace Car :)

Robert Platt

NASCAR Thunder 2003 Mini-Review

by Robert Platt » Sun, 20 Oct 2002 05:04:38

All I can say is I was maybe hoping this would be a racing game/sim that would bring be back into sim racing after a very long absence and leaving BHMS over a year ago. I also hoped NR2002 would be it to until I got it , then noticed it was the same ole Papy BS racing Sim all over again. As for Thunder, I got it last night about 11 pm est , don't ask where <VBG> and I am not impressed by allot of things in the game at all. But I do like how they let you pull the fender flares in and out and set the toein and out. I actually like the Garage allot but it doesn't seem liek much translates to the track. Oh someone said they couldn't skip the pace lap , yes you can just hit the space bar and it will skip the pace lap altogether. I do like how the two practice sessions are timed like in F1 2002. But overall I'm overly impresssed with the game at all , maybe I just totally against Nascar Sims anymore after having to deal with papy's games for so long , but as for Thunder, Nascar Heat was more realistic than this game is , it seems like a bad attempt to post a arcade game from the consoles and fine tune it into a sim and it didn't work. Anyway Back to Madden, Mafia, WC 3 etc.

See ya peace to all

Robert GT86 Platts

Larr

NASCAR Thunder 2003 Mini-Review

by Larr » Sun, 20 Oct 2002 05:12:16

I thought Heat was pretty darned good.

-Larry

"JTBurn" <toddsoren...@home.com> wrote in message

news:7-qdnYgeAZiCmy2gXTWc3g@News.GigaNews.Com...
> If you didn't like Heat, don't buy this game. It is very Heat-like, IMHO.

> Todd

> "Don Burnette" <d.burne...@clothescomcast.net> wrote in message
> news:48WcnW89tZ813jKgXTWcpA@News.GigaNews.Com...
> Well, I thank him as well, but in the other direction, based on what he
> mentioned along with what some others have mentioned, I will definitely
pass
> on this one. I wasn't impressed with the screen shots, wasn't impressed
with
> Heat, and now know I would not be impressed with this game.

> Thanks for the detailed report Jason,

> Don Burnette

> jrdrags wrote:
> > Jason,
> > Thank you for helping with me decide whether to buy NT2003. You are
> > obviously one of those who are so stuck on Papy and their $50.00
> > patches that you wouldn't give anything a far chance. That was
> > obvious from earlier posts before the game was released. So, I will
> > leave N4 on my harddrive for my little boy to play with, while I will
> > move on and try something different. Actually having more fun right
> > now with the Lemans mod for F1 2002. And, like Heat, I will support
> > anyone that goes head to head with Papy and their $50.00 patches.
> > Thanks for the rant
> > "Jason Moyer" <jmo...@chemlab.org> wrote in message
> > news:3daee3e2.43217433@news.stargate.net...
> >> On Thu, 17 Oct 2002 02:55:19 GMT, jmo...@chemlab.org (Jason Moyer)
> >> wrote:

> >> <snip>

> >> Ok, I was tired when I posted this so here's some details on what is
> >> good and bad about the sim.

> >> 1. Graphics

> >> If you like F1 2002, you might like these.  The default LOD bias
> >> causes the cars to deres literally 5 feet in front of you.  As Ed
> >> Solheim pointed out in another thread, the rear view mirror makes it
> >> look like cars are literally on top of you.  The graphics feature the
> >> same flicker as the ISI F1 games, regardless of the FSAA level you
> >> use.  The textures remind me of SCGT, i.e. cartoony, dark, and
> >> oversaturated.  The car models aren't bad, but the cars seem much
> >> longer than a real WC stock car.

> >> The damage modelling is seriously humorous.  Hitting something on the
> >> side, like the wall, will cause the side to dent in a'la Nascar 2002
> >> but also puts a big gray hole in the car.  Best I can tell there's no
> >> damage to the hood or roof.  I've backed  the car into the wall at
> >> over 100mph and the bumper dented a bit, I was disappointed after
> >> being used to the way N2002 smushes your bumper all the way to the
> >> axle.  The nose damage looks wrong, after taking a few hits at the
> >> front the car starts looking like a shart, as you have this middle
> >> bit that sticks out with big dents on either side that, in real life,
> >> would be impossible because of the chassis and engine block being
> >> there.

> >> N2002 wins this category hands down, especially in terms of texture
> >> realism and graphical clarity.  It also runs 30 frames per second
> >> faster on my machine with full detail at 1280x1024x16 than NT2003
> >> does.  NT2003 does get bonus points for attempting to include some
> >> classic cars, but who wants to drive Cale Yarborough's early 80's #28
> >> car with "Cale" written on it instead of Hardee's.

> >> The wheel/hands are ugly and can't be removed in-game.  However you
> >> can comment out the lines that define these in the vehicle.gen file
> >> and everything looks much much better...except that the default
> >> cockpit camera feels like you have your face pressed against the
> >> windshield, but YMMV.

> >> 2. Sound

> >> Most of the menu music is horrible, the single saving grace being
> >> Steppenwolf's "Magic Carpet Ride" which I wish would just loop.

> >> The commentators at the beginning of the race sound like they were
> >> recorded in my bathroom.  Actually, I've done recordings in my
> >> bathroom and they were of higher quality.  For some curious reason,
> >> they've left out the driver introductions, so when the game does the
> >> standard F12k2 scroll through the field, you're left with an awkward
> >> silence.  Thankfully, this is preferable to hearing more of the
> >> announcing.

> >> Driving, the engine sound is far inferior to N2002.  The tire sounds
> >> are far inferior to N2002.  For the engines it seriously sounds like
> >> they sampled a chainsaw and ran it through some cheap plate reverb,
> >> it's that bad.

> >> 3. Layout/Presentation

> >> The menus are horrible.  Thankfully on the track selection screen
> >> there are drop down boxes you can access to select the track, but
> >> most things are laid out completely illogically and/or a pain to
> >> find. Selecting a driver (you have to use one of the real cars,
> >> there's no paintshop included or option to simply drive as yourself)
> >> requires going through a list with all of the drivers, which is a
> >> time consuming process.

> >> The rest is pretty much straight from F1 2002, with different icons
> >> and maybe slightly different on-screen placement.

> >> The race weekend is annoying.  There is no option to use a short pace
> >> lap, even with auto pace lap turned on, so at a place like the Glen
> >> be prepared to spend 5-10 minutes on a pace lap before putting in
> >> even a short race.  Speaking of auto pace lap, if auto pace lap
> >> and/or auto pitting are enabled, the game gives no warning that it's
> >> going to return control to you.  Just suddenly the spotter yells "GO
> >> GO GO" and you're sitting there scrambling for your wheel.

> >> The fighter jets screaming overhead at every single track are cheesy.
> >> On the other hand, I really felt like having sex with my cousin at
> >> that point, so it could be what they're going for.

> >> Replays are done F1 2002 style, so nothing to comment there.  If
> >> you've played an ISI game, you know what it's like.

> >> 4. Track Modelling

> >> Apparently Pocono is 4 or 5 lanes wide, doesn't require any braking,
> >> and is paved in concrete.  Apparently the esses and the outer loop at
> >> the Glen are banked about as much as Bristol, at least with the
> >> little bit of banking Bristol has in this game.  Seriously
> >> appalling.  The off-track details are of course just as bad, but you
> >> can't really expect much when the actual track surfaces are so far
> >> off.

> >> Speaking of track modelling, unless there is a change in banking at
> >> the apron, you can drive it without a penalty.  Just ran some really
> >> quick laps at Tally without venturing above the yellow line.

> >> If you're played a Papy NASCAR sim, or even watched a race or two on
> >> TV, be prepared for a shock the first time you take the car on the
> >> track.  Throw everything you know about the line of the tracks out
> >> the window, you won't need 'em here.

> >> 5. Physics

> >> First, I'm using super-high frequency physics, which can be changed
> >> in the PLR file.  The standard are similar, as in F1 2002, while the
> >> flaws in the engine tend to be exaggerated somewhat.

> >> Just like F1 2002, a car that should be on the edge of traction at
> >> high speeds is glued to the track.  If you do use your brakes here,
> >> which I recommend since there's no engine braking to speak of, don't
> >> worry about applying them until you're near the apex.  Turn 1 at
> >> Pocono can be taken flat out until you near the apex, same with the
> >> turns at Bristol, Dover, and Martinsville.

> >> Apparently the reason drivers spin at Bristol is because of the
> >> cracks in the concrete.  I never noticed that before.  It must be
> >> tough flooring it there when the car wants to spin because the rear
> >> wheels are 6 inches off the ground every time your drive over a seal.

> >> As in F1 2002, make sure you keep the framerate above 60.  The
> >> polygon-based physics are touchy as always, and if those poor
> >> attempts at high-frequency bump modelling send you 6 inches off the
> >> ground at 60 fps, they'll have you sailing into the grass at 20 fps.

> >> GPL and N2002 win hands down at capturing the feel of a car on the
> >> threshold of friction (so does Dirt Track Racing 2, of all the
> >> surprises).  To some it may feel like a hovercar, I suppose, but I'd
> >> also guess that a car that is on the edge of control is going to feel
> >> more like a bug skittering on the surface of the water than a tank
> >> glued firmly in place until a rumble strip causes the rear end to
> >> snap around.  I'm probably wrong tho.  As in F1 2002, the sensation
> >> of weight transfer is minimal.  While this may be acceptable in a
> >> ground-hugging stiff-as-carbon F1 car, it feels completely out of
> >> place in the hulking behemoths in this game.  There is very little
> >> indication of what the car is doing in terms of weight transfer,
> >> which imho makes the sim harder to drive than N2002, at least when
> >> putting the car on the edge.  Thankfully, harder in this case
> >> doesn't mean more realistic.

> >> Controller configuration is as bad as F1 2002.  An amusing note is
> >> that the speed sensitivity slider doesn't go below 10% in the menus,
> >> but it does register as 0% if you check your PLR file.

> >> Jason


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