I learned something new last night, and I don't like it.
The Damage Model in NR2002 is canned big time.
I took a careful look at every Chevy in the RASCAR Daytona Night Race that
had rear-end damage. Myself, Bama, and a few others.
The damage on each car was absolutely identical. Right down to every bend,
crease, missing metal, etc...
This also explains why Bama and Me were running identical speeds, as was the
other cars with rear-only damage.
I'm sure they really don't have a choice but to do this as there would be
way too many different things to model/track, but that doesn't mean I have
to like it :)
I also still think that this game needs additive repairs, like in real life.
This "you get what you get on the first stop" nonsense really bugs me and
takes a lot out of the race for me.
-Larry
"Larry (The Other Larry)" <[email hidden]> wrote in message
news:IB%V8.33425$%%[email hidden]...
bend,
> crease, missing metal, etc...
>
> This also explains why Bama and Me were running identical speeds, as wasthe
life.
> This "you get what you get on the first stop" nonsense really bugs me and
> takes a lot out of the race for me.
>
> -Larry
> Agreed, being able to do little bits at a time would/is a good thing. I
always thought the replay view was keyed off your damage, but not the
physics. In the old days, when we raced TPTCC offline, we'd send in replays
for validation. All the damage that Jan's murderous AI applied to my poor
Stratus Super Touring car would disappear. Similarly, if I lost a wheel,
during the race and watched the replay on MY machine without rebooting, then
the other damaged cars would also have a missing wheel.(N99 era)
I haven't peeked much at the N2k2 replays, but I wonder how different it
is now.
Quoted text (8 lines)
> I learned something new last night, and I don't like it. > > The Damage Model in NR2002 is canned big time. > > I took a careful look at every Chevy in the RASCAR Daytona Night Race that > had rear-end damage. Myself, Bama, and a few others. > > The damage on each car was absolutely identical. Right down to everyQuoted text (7 lines)
> other cars with rear-only damage. > > I'm sure they really don't have a choice but to do this as there would be > way too many different things to model/track, but that doesn't mean I have > to like it :) > > I also still think that this game needs additive repairs, like in real"Larry (The Other Larry)" wrote:
>
> I learned something new last night, and I don't like it.
>
> The Damage Model in NR2002 is canned big time.
It has a damage model ? :-)
Beers and cheers
(uncle) Goy
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
LOL!
-Larry
"Goy Larsen" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (16 lines)
> "Larry (The Other Larry)" wrote: > > > > I learned something new last night, and I don't like it. > > > > The Damage Model in NR2002 is canned big time. > > It has a damage model ? :-) > > > Beers and cheers > (uncle) Goy > > http://www.theuspits.com > > "A man is only as old as the woman he feels........" > --Groucho Marx--
"Goy Larsen" <[email hidden]> wrote in message
news:[email hidden]...
Lol, my question too.
John
Quoted text (16 lines)
> "Larry (The Other Larry)" wrote: > > > > I learned something new last night, and I don't like it. > > > > The Damage Model in NR2002 is canned big time. > > It has a damage model ? :-) > > > Beers and cheers > (uncle) Goy > > http://www.theuspits.com > > "A man is only as old as the woman he feels........" > --Groucho Marx--
"Goy Larsen" <[email hidden]> wrote in message
news:[email hidden]...
LOL!!!
Elrikk
Quoted text (12 lines)
> "Larry (The Other Larry)" wrote: > > > > I learned something new last night, and I don't like it. > > > > The Damage Model in NR2002 is canned big time. > > It has a damage model ? :-) > > > Beers and cheers > (uncle) Goy >>"Larry (The Other Larry)" <[email hidden]> wrote
> The Damage Model in NR2002 is canned big time.
Well *duh*. It has been like that since Nascar Racing 1. It's absolutely
normal that damage modeling is canned and not dynamic towards the 3d car
model running in the 3d world. That is absolutely impossible in today's PC
power. Even the most powerful PC couldn't model real-time 3d deformation,
crushing, crumbling, etc....
No simulation or game at this time can do real-time realistic damage
modeling. You can't expect that in NR2002.
For a certain situation that implicated a car colliding with an object,
there is a calculation that brings on a certain level of damage, on a
certain place of the car. Back in N1 there was perhaps what a dozen or so
situations, while now there are probably 100's or more of possible
situations.
--
-- Fran�ois M�nard <ymenard>
-- http://www.ymenard.8m.com/
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
yeah i remember that, way back in N1, it was impossible to take any kind of
side impact in the "doors".... get yourself t-boned and you found the
expected damage magically transferred to the front or rear end!!
"ymenard" <[email hidden]> wrote in message
news:Ib1W8.401$[email hidden]...
PC
Quoted text (7 lines)
> >"Larry (The Other Larry)" <[email hidden]> wrote > > The Damage Model in NR2002 is canned big time. > > > Well *duh*. It has been like that since Nascar Racing 1. It's absolutely > normal that damage modeling is canned and not dynamic towards the 3d car > model running in the 3d world. That is absolutely impossible in today'sQuoted text (21 lines)
> power. Even the most powerful PC couldn't model real-time 3d deformation, > crushing, crumbling, etc.... > > No simulation or game at this time can do real-time realistic damage > modeling. You can't expect that in NR2002. > > For a certain situation that implicated a car colliding with an object, > there is a calculation that brings on a certain level of damage, on a > certain place of the car. Back in N1 there was perhaps what a dozen or so > situations, while now there are probably 100's or more of possible > situations. > > > -- > -- Fran�ois M�nard <ymenard> > -- http://www.ymenard.8m.com/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > > >"ymenard" <[email hidden]> wrote in
news:Ib1W8.401$[email hidden]:
Carmageddon 2 does a reasonable job of faking it. Especially the banger
racing total conversion "Seduction of Destruction".
http://www.s-o-d.co.uk/bangertc.htm
cheers
John
Quoted text (10 lines)
>>"Larry (The Other Larry)" <[email hidden]> wrote >> The Damage Model in NR2002 is canned big time. > > > Well *duh*. It has been like that since Nascar Racing 1. It's > absolutely normal that damage modeling is canned and not dynamic > towards the 3d car model running in the 3d world. That is absolutely > impossible in today's PC power. Even the most powerful PC couldn't > model real-time 3d deformation, crushing, crumbling, etc.... >>This also explains why Bama and Me were running identical speeds, as was the
>other cars with rear-only damage
Glad you mentioned this Larry. I hadn't noticed the quirk before. I know I got
tired of looking at the cage surrounding your fuel cell : )
Dan
I really don't care what the cars look like. To me that's just eye candy.
IMO the damage model is how a car reacts to a wreck (or not in NR2002 case).
In other words if we had a real damage model we would not need a "fix" for
the wall rider cheat. They just would grind to a halt if they stayed on the
wall.
NASCAR Heat had vertex damage like what you are talking about, but it took
forever to even load the race when it was turned on. NASCAR Thunder is
suppose to have a better vertex damage setup.
MadDAWG
And I had to look at yours too :)
-Larry
"Bamadano" <[email hidden]> wrote in message
news:[email hidden]...
> >This also explains why Bama and Me were running identical speeds, as wasthe
> >other cars with rear-only damage
>
> Glad you mentioned this Larry. I hadn't noticed the quirk before. I know Igot
> tired of looking at the cage surrounding your fuel cell : )
> Dan
I totally agree. I like eye candy as much as the next guy, but what I
would really like to see is cars responding to damage in a more
realistic fashion. Agreed there is a lot to try and model, but even
an incremental change would be welcome. So Papy, leave of the candy
for a bit and give us some real meat, please!
I am actually torn between this and the moronic AI as being the area
that needs the most improvement. Another thread...
cheers,
Gerald
"MadDAWG" <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (11 lines)
> I really don't care what the cars look like. To me that's just eye candy. > IMO the damage model is how a car reacts to a wreck (or not in NR2002 case). > In other words if we had a real damage model we would not need a "fix" for > the wall rider cheat. They just would grind to a halt if they stayed on the > wall. > > NASCAR Heat had vertex damage like what you are talking about, but it took > forever to even load the race when it was turned on. NASCAR Thunder is > suppose to have a better vertex damage setup. > > MadDAWG"ymenard" <[email hidden]> wrote in
news:Ib1W8.401$[email hidden]:
What about Insane by codemasters? If i recall correctly (possibly not
though), it had a reasonable damage system.
<snip>
--
brian


































