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N2K2 - slide off when touch AI car in front in corners

13 posts by 7 people · 31 Jul 2002 23:13 UTC - 02 Aug 2002 20:45 UTC

Peter Ives 31 Jul 2002 23:13 UTC#105185
Come on, you've all done it!! You're in a tight bunch, especially just after a restart on one of those short tracks. You're trying to keep an eye on the AI driver behind so that he doesn't try to dive in underneath you and some of the drivers ahead are already lapped when... tap, just a tiny little tap, on the car in front and immediately your car swerves to the inside and wants to do an about face. Aaargh!!!! Has anyone come up with a way to prevent the car from going off once you've tapped the car ahead, and I mean tapped. It still happens no matter how slight. Just happened to me at North Carolina/Rockingham. Now, if I could prevent the contact in the first place, great, but slow down too much and... bam!! Someone rear-ends ya! Nasty. So, any hot tips? -- Peter Ives (AKA Pete Ivington) Remove ALL_STRESS before replying via email If you know what's good for you, don't listen to me GPLRank Joystick -50.63 Wheel -21.77
Try to tighten up the car by adding wedge and you should be able to recover from that as long as there wasn't too much contact. -Tim "Peter Ives" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (20 lines)> Come on, you've all done it!! You're in a tight bunch, especially just > after a restart on one of those short tracks. You're trying to keep an > eye on the AI driver behind so that he doesn't try to dive in underneath > you and some of the drivers ahead are already lapped when... tap, just a > tiny little tap, on the car in front and immediately your car swerves to > the inside and wants to do an about face. Aaargh!!!! > > Has anyone come up with a way to prevent the car from going off once > you've tapped the car ahead, and I mean tapped. It still happens no > matter how slight. Just happened to me at North Carolina/Rockingham. > > Now, if I could prevent the contact in the first place, great, but slow > down too much and... bam!! Someone rear-ends ya! Nasty. > > So, any hot tips? > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me > GPLRank Joystick -50.63 Wheel -21.77
Well, the real solution is for Papy to fix their crappy collision physics. good luck, Gerald "Tim Miser" <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (27 lines)> Try to tighten up the car by adding wedge and you should be able to recover > from that as long as there wasn't too much contact. > > -Tim > > "Peter Ives" <[email hidden]> wrote in message > news:[email hidden]... > > Come on, you've all done it!! You're in a tight bunch, especially just > > after a restart on one of those short tracks. You're trying to keep an > > eye on the AI driver behind so that he doesn't try to dive in underneath > > you and some of the drivers ahead are already lapped when... tap, just a > > tiny little tap, on the car in front and immediately your car swerves to > > the inside and wants to do an about face. Aaargh!!!! > > > > Has anyone come up with a way to prevent the car from going off once > > you've tapped the car ahead, and I mean tapped. It still happens no > > matter how slight. Just happened to me at North Carolina/Rockingham. > > > > Now, if I could prevent the contact in the first place, great, but slow > > down too much and... bam!! Someone rear-ends ya! Nasty. > > > > So, any hot tips? > > -- > > Peter Ives (AKA Pete Ivington) > > Remove ALL_STRESS before replying via email > > If you know what's good for you, don't listen to me > > GPLRank Joystick -50.63 Wheel -21.77
did you see the new hampshire race? everyone who hit a car ahead spun out themselves. depends on where it happens in the corner. granted the ai are pretty stable, but its not always inconceivable that youll spin....just ask Dale Jr! pez "Gerald Moore" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> Well, the real solution is for Papy to fix their crappy collision physics. > > good luck, > Gerald > > > "Tim Miser" <[email hidden]> wrote in message
news:<[email hidden]>... > > Try to tighten up the car by adding wedge and you should be able torecover
Quoted text (7 lines)> > from that as long as there wasn't too much contact. > > > > -Tim > > > > "Peter Ives" <[email hidden]> wrote in message > > news:[email hidden]... > > > Come on, you've all done it!! You're in a tight bunch, especially
just > > > after a restart on one of those short tracks. You're trying to keepan > > > eye on the AI driver behind so that he doesn't try to dive inunderneath > > > you and some of the drivers ahead are already lapped when... tap, justa > > > tiny little tap, on the car in front and immediately your car swervesto
Quoted text (7 lines)> > > the inside and wants to do an about face. Aaargh!!!! > > > > > > Has anyone come up with a way to prevent the car from going off once > > > you've tapped the car ahead, and I mean tapped. It still happens no > > > matter how slight. Just happened to me at North Carolina/Rockingham. > > > > > > Now, if I could prevent the contact in the first place, great, but
slow
Quoted text (8 lines)> > > down too much and... bam!! Someone rear-ends ya! Nasty. > > > > > > So, any hot tips? > > > -- > > > Peter Ives (AKA Pete Ivington) > > > Remove ALL_STRESS before replying via email > > > If you know what's good for you, don't listen to me > > > GPLRank Joystick -50.63 Wheel -21.77
Yeah, I dunno why people complain about the car-to-car contact in N2002. If anything, the first patch made it too easy to hit other cars. You can ram some one 20mph slower than you without so much as denting the bodywork or having to struggle for control if you are prepared for it. In real life the cars are so fragile that a moderate bump will bend the fender in on the tire, crack the nose and create a ton of drag, or cause internal mechanical problems - not to mention accidents. In N2002 you can hit someone (or the wall for that matter) and it doesn't even knock the toe in/out. Anyway, the loss of control that comes with slight contact at the quarter panels seems realistic enough to me. The only contact I can think of that occurs in NASCAR without causing an accident or moderate damage is a tiny bit of rubbing at the apex of the turns at Martinsville. Even light bump drafting is going to cause one of the cars to suddenly get loose and possibly even crack open the radiator. I wish someone would make a sim with realistically severe damage and wear modelling. GPL, with the variety of suspension and engine damage that occurs even at low speeds (or from landing too hard or hitting a curb), is probably the closest anyone has gotten aside from cranking up the damage level in RC2000. If only GPL modelled brake fade and tire abuse... Jason On Thu, 1 Aug 2002 22:13:14 +0000 (UTC), "Alex 'pez' Porazinski" <[email hidden]> wrote:
Quoted text (57 lines)>did you see the new hampshire race? > >everyone who hit a car ahead spun out themselves. > >depends on where it happens in the corner. > >granted the ai are pretty stable, but its not always inconceivable that >youll spin....just ask Dale Jr! > >pez > >"Gerald Moore" <[email hidden]> wrote in message >news:[email hidden]... >> Well, the real solution is for Papy to fix their crappy collision physics. >> >> good luck, >> Gerald >> >> >> "Tim Miser" <[email hidden]> wrote in message >news:<[email hidden]>... >> > Try to tighten up the car by adding wedge and you should be able to >recover >> > from that as long as there wasn't too much contact. >> > >> > -Tim >> > >> > "Peter Ives" <[email hidden]> wrote in message >> > news:[email hidden]... >> > > Come on, you've all done it!! You're in a tight bunch, especially >just >> > > after a restart on one of those short tracks. You're trying to keep >an >> > > eye on the AI driver behind so that he doesn't try to dive in >underneath >> > > you and some of the drivers ahead are already lapped when... tap, just >a >> > > tiny little tap, on the car in front and immediately your car swerves >to >> > > the inside and wants to do an about face. Aaargh!!!! >> > > >> > > Has anyone come up with a way to prevent the car from going off once >> > > you've tapped the car ahead, and I mean tapped. It still happens no >> > > matter how slight. Just happened to me at North Carolina/Rockingham. >> > > >> > > Now, if I could prevent the contact in the first place, great, but >slow >> > > down too much and... bam!! Someone rear-ends ya! Nasty. >> > > >> > > So, any hot tips? >> > > -- >> > > Peter Ives (AKA Pete Ivington) >> > > Remove ALL_STRESS before replying via email >> > > If you know what's good for you, don't listen to me >> > > GPLRank Joystick -50.63 Wheel -21.77 > >
Well, for one, *every* contact causes a wreck; severity of contact seems to have nothing to do with it. Then there's the "barely touch/get touched by someone, get sent into the wall like a nuke just went off nearby, flip in the air a few times..............at Marty or any other track :) Agreed about the poor damage model, but the collision detection is just as bad imo. And don't forget the wonderful way to, cough, save a car once it's gone. John "jason moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (46 lines)> Yeah, I dunno why people complain about the car-to-car contact in > N2002. > > If anything, the first patch made it too easy to hit other cars. You > can ram some one 20mph slower than you without so much as denting the > bodywork or having to struggle for control if you are prepared for it. > > In real life the cars are so fragile that a moderate bump will bend > the fender in on the tire, crack the nose and create a ton of drag, or > cause internal mechanical problems - not to mention accidents. In > N2002 you can hit someone (or the wall for that matter) and it doesn't > even knock the toe in/out. > > Anyway, the loss of control that comes with slight contact at the > quarter panels seems realistic enough to me. The only contact I can > think of that occurs in NASCAR without causing an accident or moderate > damage is a tiny bit of rubbing at the apex of the turns at > Martinsville. Even light bump drafting is going to cause one of the > cars to suddenly get loose and possibly even crack open the radiator. > > I wish someone would make a sim with realistically severe damage and > wear modelling. GPL, with the variety of suspension and engine > damage that occurs even at low speeds (or from landing too hard or > hitting a curb), is probably the closest anyone has gotten aside from > cranking up the damage level in RC2000. If only GPL modelled brake > fade and tire abuse... > > Jason > > On Thu, 1 Aug 2002 22:13:14 +0000 (UTC), "Alex 'pez' Porazinski" > <[email hidden]> wrote: > > >did you see the new hampshire race? > > > >everyone who hit a car ahead spun out themselves. > > > >depends on where it happens in the corner. > > > >granted the ai are pretty stable, but its not always inconceivable that > >youll spin....just ask Dale Jr! > > > >pez > > > >"Gerald Moore" <[email hidden]> wrote in message > >news:[email hidden]... > >> Well, the real solution is for Papy to fix their crappy collision
physics.
Quoted text (18 lines)> >> > >> good luck, > >> Gerald > >> > >> > >> "Tim Miser" <[email hidden]> wrote in message > >news:<[email hidden]>... > >> > Try to tighten up the car by adding wedge and you should be able to > >recover > >> > from that as long as there wasn't too much contact. > >> > > >> > -Tim > >> > > >> > "Peter Ives" <[email hidden]> wrote in message > >> > news:[email hidden]... > >> > > Come on, you've all done it!! You're in a tight bunch, especially > >just > >> > > after a restart on one of those short tracks. You're trying to
keep > >an > >> > > eye on the AI driver behind so that he doesn't try to dive in > >underneath > >> > > you and some of the drivers ahead are already lapped when... tap,just > >a > >> > > tiny little tap, on the car in front and immediately your carswerves > >to > >> > > the inside and wants to do an about face. Aaargh!!!! > >> > > > >> > > Has anyone come up with a way to prevent the car from going offonce > >> > > you've tapped the car ahead, and I mean tapped. It still happensno > >> > > matter how slight. Just happened to me at NorthCarolina/Rockingham.
Quoted text (14 lines)> >> > > > >> > > Now, if I could prevent the contact in the first place, great, but > >slow > >> > > down too much and... bam!! Someone rear-ends ya! Nasty. > >> > > > >> > > So, any hot tips? > >> > > -- > >> > > Peter Ives (AKA Pete Ivington) > >> > > Remove ALL_STRESS before replying via email > >> > > If you know what's good for you, don't listen to me > >> > > GPLRank Joystick -50.63 Wheel -21.77 > > > > >
I would definitely agree that NR2002's contact physics need a lot of work. Ain't it funny how the AI cars rarely spin out ? -larry "Peter Ives" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (20 lines)> Come on, you've all done it!! You're in a tight bunch, especially just > after a restart on one of those short tracks. You're trying to keep an > eye on the AI driver behind so that he doesn't try to dive in underneath > you and some of the drivers ahead are already lapped when... tap, just a > tiny little tap, on the car in front and immediately your car swerves to > the inside and wants to do an about face. Aaargh!!!! > > Has anyone come up with a way to prevent the car from going off once > you've tapped the car ahead, and I mean tapped. It still happens no > matter how slight. Just happened to me at North Carolina/Rockingham. > > Now, if I could prevent the contact in the first place, great, but slow > down too much and... bam!! Someone rear-ends ya! Nasty. > > So, any hot tips? > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me > GPLRank Joystick -50.63 Wheel -21.77
Agreed :) -Larry "Gerald Moore" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> Well, the real solution is for Papy to fix their crappy collision physics. > > good luck, > Gerald > > > "Tim Miser" <[email hidden]> wrote in message
news:<[email hidden]>... > > Try to tighten up the car by adding wedge and you should be able torecover
Quoted text (7 lines)> > from that as long as there wasn't too much contact. > > > > -Tim > > > > "Peter Ives" <[email hidden]> wrote in message > > news:[email hidden]... > > > Come on, you've all done it!! You're in a tight bunch, especially
just > > > after a restart on one of those short tracks. You're trying to keepan > > > eye on the AI driver behind so that he doesn't try to dive inunderneath > > > you and some of the drivers ahead are already lapped when... tap, justa > > > tiny little tap, on the car in front and immediately your car swervesto
Quoted text (7 lines)> > > the inside and wants to do an about face. Aaargh!!!! > > > > > > Has anyone come up with a way to prevent the car from going off once > > > you've tapped the car ahead, and I mean tapped. It still happens no > > > matter how slight. Just happened to me at North Carolina/Rockingham. > > > > > > Now, if I could prevent the contact in the first place, great, but
slow
Quoted text (8 lines)> > > down too much and... bam!! Someone rear-ends ya! Nasty. > > > > > > So, any hot tips? > > > -- > > > Peter Ives (AKA Pete Ivington) > > > Remove ALL_STRESS before replying via email > > > If you know what's good for you, don't listen to me > > > GPLRank Joystick -50.63 Wheel -21.77
John, are you referring to the collision with the AI or in multiplayer? I think that the multiplayer engine should give a bit more room for error and warp as far as collisions go. With the AI, after the first patch I really didn't have much problem with contact, except that you could ride the back of someone's car without much of a penalty. As far as saving a car I'm not sure what you mean? The old "lock the brakes and countersteer" trick? I always thought it was odd that you could pretty much get completely sideways at places like Michigan, and just quickly lock the brakes, countersteer, and then pound the throttle and you were good to go. On the other hand, GPL suffers from the same thing. Not sure if F12k2 makes you pay the price by frying your brakes or not. Jason On Thu, 1 Aug 2002 21:20:27 -0600, "John Pancoast" <[email hidden]> wrote:
Quoted text (113 lines)> Well, for one, *every* contact causes a wreck; severity of contact seems >to have nothing to do with it. Then there's the "barely touch/get touched >by someone, get sent into the wall like a nuke just went off nearby, flip in >the air a few times..............at Marty or any other track :) > > Agreed about the poor damage model, but the collision detection is just as >bad imo. And don't forget the wonderful way to, cough, save a car once it's >gone. > >John > > >"jason moyer" <[email hidden]> wrote in message >news:[email hidden]... >> Yeah, I dunno why people complain about the car-to-car contact in >> N2002. >> >> If anything, the first patch made it too easy to hit other cars. You >> can ram some one 20mph slower than you without so much as denting the >> bodywork or having to struggle for control if you are prepared for it. >> >> In real life the cars are so fragile that a moderate bump will bend >> the fender in on the tire, crack the nose and create a ton of drag, or >> cause internal mechanical problems - not to mention accidents. In >> N2002 you can hit someone (or the wall for that matter) and it doesn't >> even knock the toe in/out. >> >> Anyway, the loss of control that comes with slight contact at the >> quarter panels seems realistic enough to me. The only contact I can >> think of that occurs in NASCAR without causing an accident or moderate >> damage is a tiny bit of rubbing at the apex of the turns at >> Martinsville. Even light bump drafting is going to cause one of the >> cars to suddenly get loose and possibly even crack open the radiator. >> >> I wish someone would make a sim with realistically severe damage and >> wear modelling. GPL, with the variety of suspension and engine >> damage that occurs even at low speeds (or from landing too hard or >> hitting a curb), is probably the closest anyone has gotten aside from >> cranking up the damage level in RC2000. If only GPL modelled brake >> fade and tire abuse... >> >> Jason >> >> On Thu, 1 Aug 2002 22:13:14 +0000 (UTC), "Alex 'pez' Porazinski" >> <[email hidden]> wrote: >> >> >did you see the new hampshire race? >> > >> >everyone who hit a car ahead spun out themselves. >> > >> >depends on where it happens in the corner. >> > >> >granted the ai are pretty stable, but its not always inconceivable that >> >youll spin....just ask Dale Jr! >> > >> >pez >> > >> >"Gerald Moore" <[email hidden]> wrote in message >> >news:[email hidden]... >> >> Well, the real solution is for Papy to fix their crappy collision >physics. >> >> >> >> good luck, >> >> Gerald >> >> >> >> >> >> "Tim Miser" <[email hidden]> wrote in message >> >news:<[email hidden]>... >> >> > Try to tighten up the car by adding wedge and you should be able to >> >recover >> >> > from that as long as there wasn't too much contact. >> >> > >> >> > -Tim >> >> > >> >> > "Peter Ives" <[email hidden]> wrote in message >> >> > news:[email hidden]... >> >> > > Come on, you've all done it!! You're in a tight bunch, especially >> >just >> >> > > after a restart on one of those short tracks. You're trying to >keep >> >an >> >> > > eye on the AI driver behind so that he doesn't try to dive in >> >underneath >> >> > > you and some of the drivers ahead are already lapped when... tap, >just >> >a >> >> > > tiny little tap, on the car in front and immediately your car >swerves >> >to >> >> > > the inside and wants to do an about face. Aaargh!!!! >> >> > > >> >> > > Has anyone come up with a way to prevent the car from going off >once >> >> > > you've tapped the car ahead, and I mean tapped. It still happens >no >> >> > > matter how slight. Just happened to me at North >Carolina/Rockingham. >> >> > > >> >> > > Now, if I could prevent the contact in the first place, great, but >> >slow >> >> > > down too much and... bam!! Someone rear-ends ya! Nasty. >> >> > > >> >> > > So, any hot tips? >> >> > > -- >> >> > > Peter Ives (AKA Pete Ivington) >> >> > > Remove ALL_STRESS before replying via email >> >> > > If you know what's good for you, don't listen to me >> >> > > GPLRank Joystick -50.63 Wheel -21.77 >> > >> > >> > >
Online Jason, sorry about that. By saving, I mean the fact that you have to turn the wheels completely opposite of what instinct, experience, etc., tells you to, to save a spin. I know, heard all the arguments about it, but still don't like it :) John "jason moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (22 lines)> John, are you referring to the collision with the AI or in > multiplayer? > > I think that the multiplayer engine should give a bit more room for > error and warp as far as collisions go. With the AI, after the first > patch I really didn't have much problem with contact, except that you > could ride the back of someone's car without much of a penalty. > > As far as saving a car I'm not sure what you mean? The old "lock the > brakes and countersteer" trick? I always thought it was odd that you > could pretty much get completely sideways at places like Michigan, and > just quickly lock the brakes, countersteer, and then pound the > throttle and you were good to go. On the other hand, GPL suffers from > the same thing. Not sure if F12k2 makes you pay the price by frying > your brakes or not. > > Jason > > On Thu, 1 Aug 2002 21:20:27 -0600, "John Pancoast" > <[email hidden]> wrote: > > > Well, for one, *every* contact causes a wreck; severity of contact
seems > >to have nothing to do with it. Then there's the "barely touch/gettouched > >by someone, get sent into the wall like a nuke just went off nearby, flipin > >the air a few times..............at Marty or any other track :) > > > > Agreed about the poor damage model, but the collision detection is justas > >bad imo. And don't forget the wonderful way to, cough, save a car onceit's
Quoted text (46 lines)> >gone. > > > >John > > > > > >"jason moyer" <[email hidden]> wrote in message > >news:[email hidden]... > >> Yeah, I dunno why people complain about the car-to-car contact in > >> N2002. > >> > >> If anything, the first patch made it too easy to hit other cars. You > >> can ram some one 20mph slower than you without so much as denting the > >> bodywork or having to struggle for control if you are prepared for it. > >> > >> In real life the cars are so fragile that a moderate bump will bend > >> the fender in on the tire, crack the nose and create a ton of drag, or > >> cause internal mechanical problems - not to mention accidents. In > >> N2002 you can hit someone (or the wall for that matter) and it doesn't > >> even knock the toe in/out. > >> > >> Anyway, the loss of control that comes with slight contact at the > >> quarter panels seems realistic enough to me. The only contact I can > >> think of that occurs in NASCAR without causing an accident or moderate > >> damage is a tiny bit of rubbing at the apex of the turns at > >> Martinsville. Even light bump drafting is going to cause one of the > >> cars to suddenly get loose and possibly even crack open the radiator. > >> > >> I wish someone would make a sim with realistically severe damage and > >> wear modelling. GPL, with the variety of suspension and engine > >> damage that occurs even at low speeds (or from landing too hard or > >> hitting a curb), is probably the closest anyone has gotten aside from > >> cranking up the damage level in RC2000. If only GPL modelled brake > >> fade and tire abuse... > >> > >> Jason > >> > >> On Thu, 1 Aug 2002 22:13:14 +0000 (UTC), "Alex 'pez' Porazinski" > >> <[email hidden]> wrote: > >> > >> >did you see the new hampshire race? > >> > > >> >everyone who hit a car ahead spun out themselves. > >> > > >> >depends on where it happens in the corner. > >> > > >> >granted the ai are pretty stable, but its not always inconceivable
that
Quoted text (16 lines)> >> >youll spin....just ask Dale Jr! > >> > > >> >pez > >> > > >> >"Gerald Moore" <[email hidden]> wrote in message > >> >news:[email hidden]... > >> >> Well, the real solution is for Papy to fix their crappy collision > >physics. > >> >> > >> >> good luck, > >> >> Gerald > >> >> > >> >> > >> >> "Tim Miser" <[email hidden]> wrote in message > >> >news:<[email hidden]>... > >> >> > Try to tighten up the car by adding wedge and you should be able
to > >> >recover > >> >> > from that as long as there wasn't too much contact. > >> >> > > >> >> > -Tim > >> >> > > >> >> > "Peter Ives" <[email hidden]> wrote inmessage > >> >> > news:[email hidden]... > >> >> > > Come on, you've all done it!! You're in a tight bunch,especially
Quoted text (7 lines)> >> >just > >> >> > > after a restart on one of those short tracks. You're trying to > >keep > >> >an > >> >> > > eye on the AI driver behind so that he doesn't try to dive in > >> >underneath > >> >> > > you and some of the drivers ahead are already lapped when...
tap,
Quoted text (10 lines)> >just > >> >a > >> >> > > tiny little tap, on the car in front and immediately your car > >swerves > >> >to > >> >> > > the inside and wants to do an about face. Aaargh!!!! > >> >> > > > >> >> > > Has anyone come up with a way to prevent the car from going off > >once > >> >> > > you've tapped the car ahead, and I mean tapped. It still
happens > >no > >> >> > > matter how slight. Just happened to me at North > >Carolina/Rockingham. > >> >> > > > >> >> > > Now, if I could prevent the contact in the first place, great,but
Quoted text (15 lines)> >> >slow > >> >> > > down too much and... bam!! Someone rear-ends ya! Nasty. > >> >> > > > >> >> > > So, any hot tips? > >> >> > > -- > >> >> > > Peter Ives (AKA Pete Ivington) > >> >> > > Remove ALL_STRESS before replying via email > >> >> > > If you know what's good for you, don't listen to me > >> >> > > GPLRank Joystick -50.63 Wheel -21.77 > >> > > >> > > >> > > > > >
Well, like John said, damage modeling and collision physics are two different things. My main complaint is that the cars are way too bouncy. Two cars get together, it is almost like they are made of flubber. Maybe warp/latency makes it worse... I dont know. I saw two cars get together at Texas once, get airborn, and in defiance of gravity, proceed to bounce off of each other almost straight up into the air, and out of sight. They never cam down as far as I know. This kind of baloney happens a lot. The AI are different, for some reason, only the human driver's car is rubbery, theirs are on rails. I can pretty much live with this, as it means that armaggedon doesn't break out when I get into one of them a little bit. I totally agree that they are also virtual tanks that can take lots of big hits without too much bad happening. After the Pocono Lap 1 crash, I asked myself, "WHY ISNT JR TRYING TO GET BACK ON THE TRACK?!!! MY CAR LOOKS LIKE THAT ALL THE TIME IN NR2002!!!" Gerald "jason moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (46 lines)> Yeah, I dunno why people complain about the car-to-car contact in > N2002. > > If anything, the first patch made it too easy to hit other cars. You > can ram some one 20mph slower than you without so much as denting the > bodywork or having to struggle for control if you are prepared for it. > > In real life the cars are so fragile that a moderate bump will bend > the fender in on the tire, crack the nose and create a ton of drag, or > cause internal mechanical problems - not to mention accidents. In > N2002 you can hit someone (or the wall for that matter) and it doesn't > even knock the toe in/out. > > Anyway, the loss of control that comes with slight contact at the > quarter panels seems realistic enough to me. The only contact I can > think of that occurs in NASCAR without causing an accident or moderate > damage is a tiny bit of rubbing at the apex of the turns at > Martinsville. Even light bump drafting is going to cause one of the > cars to suddenly get loose and possibly even crack open the radiator. > > I wish someone would make a sim with realistically severe damage and > wear modelling. GPL, with the variety of suspension and engine > damage that occurs even at low speeds (or from landing too hard or > hitting a curb), is probably the closest anyone has gotten aside from > cranking up the damage level in RC2000. If only GPL modelled brake > fade and tire abuse... > > Jason > > On Thu, 1 Aug 2002 22:13:14 +0000 (UTC), "Alex 'pez' Porazinski" > <[email hidden]> wrote: > > >did you see the new hampshire race? > > > >everyone who hit a car ahead spun out themselves. > > > >depends on where it happens in the corner. > > > >granted the ai are pretty stable, but its not always inconceivable that > >youll spin....just ask Dale Jr! > > > >pez > > > >"Gerald Moore" <[email hidden]> wrote in message > >news:[email hidden]... > >> Well, the real solution is for Papy to fix their crappy collision
physics.
Quoted text (18 lines)> >> > >> good luck, > >> Gerald > >> > >> > >> "Tim Miser" <[email hidden]> wrote in message > >news:<[email hidden]>... > >> > Try to tighten up the car by adding wedge and you should be able to > >recover > >> > from that as long as there wasn't too much contact. > >> > > >> > -Tim > >> > > >> > "Peter Ives" <[email hidden]> wrote in message > >> > news:[email hidden]... > >> > > Come on, you've all done it!! You're in a tight bunch, especially > >just > >> > > after a restart on one of those short tracks. You're trying to
keep > >an > >> > > eye on the AI driver behind so that he doesn't try to dive in > >underneath > >> > > you and some of the drivers ahead are already lapped when... tap,just > >a > >> > > tiny little tap, on the car in front and immediately your carswerves > >to > >> > > the inside and wants to do an about face. Aaargh!!!! > >> > > > >> > > Has anyone come up with a way to prevent the car from going offonce > >> > > you've tapped the car ahead, and I mean tapped. It still happensno > >> > > matter how slight. Just happened to me at NorthCarolina/Rockingham.
Quoted text (14 lines)> >> > > > >> > > Now, if I could prevent the contact in the first place, great, but > >slow > >> > > down too much and... bam!! Someone rear-ends ya! Nasty. > >> > > > >> > > So, any hot tips? > >> > > -- > >> > > Peter Ives (AKA Pete Ivington) > >> > > Remove ALL_STRESS before replying via email > >> > > If you know what's good for you, don't listen to me > >> > > GPLRank Joystick -50.63 Wheel -21.77 > > > > >
In article <[email hidden]>, jason moyer <[email hidden]> writes <snippery>
Quoted text (9 lines)> >As far as saving a car I'm not sure what you mean? The old "lock the >brakes and countersteer" trick? I always thought it was odd that you >could pretty much get completely sideways at places like Michigan, and >just quickly lock the brakes, countersteer, and then pound the >throttle and you were good to go. On the other hand, GPL suffers from >the same thing. Not sure if F12k2 makes you pay the price by frying >your brakes or not. >
GPL could do better than that. :) Just full steer into the slide and everything would straighten out nicely. I've tried this with N2K2, but it don't seem to work. :( Besides, do that amongst traffic and things are definitely going to go from bad to worse. ;-) -- Peter Ives (AKA Pete Ivington) Remove ALL_STRESS before replying via email If you know what's good for you, don't listen to me GPLRank Joystick -50.63 Wheel -21.77
In article <[email hidden]>, John Pancoast <[email hidden]> writes
Quoted text (7 lines)> Online Jason, sorry about that. By saving, I mean the fact that you have >to turn the wheels completely opposite of what instinct, experience, etc., >tells you to, to save a spin. > I know, heard all the arguments about it, but still don't like it :) > >John >
Yeah, John. Easy-peasy with GPL, but then less traffic to worry about. -- Peter Ives (AKA Pete Ivington) Remove ALL_STRESS before replying via email If you know what's good for you, don't listen to me GPLRank Joystick -50.63 Wheel -21.77

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