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NR2002 Damage Model

14 posts by 12 people · 07 Jul 2002 18:18 UTC - 10 Jul 2002 09:02 UTC

Larry (The Other Larry) 07 Jul 2002 18:18 UTC#110000
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]...
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 every
bend, > crease, missing metal, etc... > > This also explains why Bama and Me were running identical speeds, as wasthe
Quoted 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
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.
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]...
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--
Lol, my question too. John
"Goy Larsen" <[email hidden]> wrote in message news:[email hidden]...
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 >
LOL!!! Elrikk
>"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]...
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's
PC
Quoted 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... > > >
JM 08 Jul 2002 00:22 UTC↳ reply to ymenard#109842
"ymenard" <[email hidden]> wrote in news:Ib1W8.401$[email hidden]:
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.... >
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
>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
Brian 10 Jul 2002 09:02 UTC↳ reply to ymenard#109344
"ymenard" <[email hidden]> wrote in news:Ib1W8.401$[email hidden]:
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.... >
What about Insane by codemasters? If i recall correctly (possibly not though), it had a reasonable damage system. <snip> -- brian

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