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N2002 patch is out now

40 posts by 22 people · 24 Apr 2002 22:04 UTC - 27 Apr 2002 00:04 UTC

Notable threadNASCAR Racing 2002 Season 1.1.0.1 patch released

Sierra released the 1.1.0.1 patch for NASCAR Racing 2002, which was not multiplayer-compatible with earlier versions, prompting some jokes about a 'warez-only' patch. The changes included easier bump drafting with the AI, fixes to AI pile-ups in the pits, a minimum-LPI option for servers, and naming who ejects or bans players. Early testers reported better AI behaviour in wrecks, while some noted that the Martinsville pace car bug remained.

release/newsNASCAR Racing 2002 Season

Automated summary.

In article <aa7a57$8lun2$[email hidden]>, [email hidden] says... > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > This is for real guys. I'm applying the patch tonight. The patch is NOT compatible with the retail version of the sim. -- ========================================================= DeMONS/1 for Nascar Racing 3 & Nascar Legends http://www.paddedwall.org/demons DeMONS/2 for Nascar Racing 4 and 2002 Season (in development) http://www.paddedwall.org/demons2 RASCAR Roster http://www.paddedwall.org/rascar Redneck Techno-Biker & "programming deity" http://www.paddedwall.org/john Barbarian Diecast Collector (460+ cars and counting) http://www.paddedwall.org/diecast If you want to send me email, go to the first URL shown above & click "Send Me Mail" in the contents frame. =========================================================
What do you mean "not compatible with the retail verson"? What's it for then? Sal "John Simmons" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (26 lines)> In article <aa7a57$8lun2$[email hidden]>, [email hidden] > says... > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > > > > This is for real guys. I'm applying the patch tonight. > > The patch is NOT compatible with the retail version of the sim. > > -- > ========================================================= > DeMONS/1 for Nascar Racing 3 & Nascar Legends > http://www.paddedwall.org/demons > DeMONS/2 for Nascar Racing 4 and 2002 Season (in development) > http://www.paddedwall.org/demons2 > RASCAR Roster > http://www.paddedwall.org/rascar > Redneck Techno-Biker & "programming deity" > http://www.paddedwall.org/john > Barbarian Diecast Collector (460+ cars and counting) > http://www.paddedwall.org/diecast > > If you want to send me email, go to the first URL shown > above & click "Send Me Mail" in the contents frame. > ========================================================= >
"John Simmons"> This is for real guys. I'm applying the patch tonight. > > The patch is NOT compatible with the retail version of the sim. > so it only works on hacked/warez versions???? :) !!!!!! dave henrie
GLeger 25 Apr 2002 00:19 UTC↳ reply to Salvie#123864
I'm hoping he worded that wrong!! I'm hoping he means the patched version will not connect multiplayer with the original version out of the box. I hope, I hope!!!! "Sal V." <[email hidden]> wrote in message news:hQHx8.164855$[email hidden]...
Quoted text (36 lines)> What do you mean "not compatible with the retail verson"? What's it for > then? > > Sal > > "John Simmons" <[email hidden]> wrote in message > news:[email hidden]... > > In article <aa7a57$8lun2$[email hidden]>, [email hidden] > > says... > > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > > > > > > > This is for real guys. I'm applying the patch tonight. > > > > The patch is NOT compatible with the retail version of the sim. > > > > -- > > ========================================================= > > DeMONS/1 for Nascar Racing 3 & Nascar Legends > > http://www.paddedwall.org/demons > > DeMONS/2 for Nascar Racing 4 and 2002 Season (in development) > > http://www.paddedwall.org/demons2 > > RASCAR Roster > > http://www.paddedwall.org/rascar > > Redneck Techno-Biker & "programming deity" > > http://www.paddedwall.org/john > > Barbarian Diecast Collector (460+ cars and counting) > > http://www.paddedwall.org/diecast > > > > If you want to send me email, go to the first URL shown > > above & click "Send Me Mail" in the contents frame. > > ========================================================= > > > > >
"This patch brings NASCAR Racing 2002 Season to version 1.1.0.1. The 1.1.0.1 version of the game is NOT multiplayer compatible with previous versions." There's a more accurate quote from Sierra's website :)
People running the un-patched version cannot connect to servers running the patched version, and people running the patched version cannot connect to servers that are not running the patched version. Incompatible. In article <hQHx8.164855$[email hidden]>, [email hidden] says...
Quoted text (17 lines)> What do you mean "not compatible with the retail verson"? What's it for > then? > > Sal > > "John Simmons" <[email hidden]> wrote in message > news:[email hidden]... > > In article <aa7a57$8lun2$[email hidden]>, [email hidden] > > says... > > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > > > > > > > This is for real guys. I'm applying the patch tonight. > > > > The patch is NOT compatible with the retail version of the sim. > > > > --
-- ========================================================= DeMONS/1 for Nascar Racing 3 & Nascar Legends http://www.paddedwall.org/demons DeMONS/2 for Nascar Racing 4 and 2002 Season (in development) http://www.paddedwall.org/demons2 RASCAR Roster http://www.paddedwall.org/rascar Redneck Techno-Biker & "programming deity" http://www.paddedwall.org/john Barbarian Diecast Collector (460+ cars and counting) http://www.paddedwall.org/diecast If you want to send me email, go to the first URL shown above & click "Send Me Mail" in the contents frame. =========================================================
Every patch for a papy game in the last 4-5 years has been this way, this is nothing new....Just means everyone needs to update in a timely manner like ...NOW. -- Biz "Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and,......things with molecular structures,....and the....." - Ash John Simmons <[email hidden]> wrote in message news:[email hidden]... > People running the un-patched version cannot connect to servers running > the patched version, and people running the patched version cannot > connect to servers that are not running the patched version. > > Incompatible. > > > > In article <hQHx8.164855$[email hidden]>, > [email hidden] says... > > What do you mean "not compatible with the retail verson"? What's it for > > then? > > > > Sal > > > > "John Simmons" <[email hidden]> wrote in message > > news:[email hidden]... > > > In article <aa7a57$8lun2$[email hidden]>, [email hidden] > > > says... > > > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > > > > > > > > > > This is for real guys. I'm applying the patch tonight. > > > > > > The patch is NOT compatible with the retail version of the sim. > > > > > > -- > > > -- > ========================================================= > DeMONS/1 for Nascar Racing 3 & Nascar Legends > http://www.paddedwall.org/demons > DeMONS/2 for Nascar Racing 4 and 2002 Season (in development) > http://www.paddedwall.org/demons2 > RASCAR Roster > http://www.paddedwall.org/rascar > Redneck Techno-Biker & "programming deity" > http://www.paddedwall.org/john > Barbarian Diecast Collector (460+ cars and counting) > http://www.paddedwall.org/diecast > > If you want to send me email, go to the first URL shown > above & click "Send Me Mail" in the contents frame. > =========================================================
Or for those who are lazy: N2002 ver. 1.1.0.1 patch: http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe The following changes have been made to NASCAR Racing 2002 Season: AI It is now much easier to bump draft with the AI. The AI will no longer pile up when many cars pit together (for example, during a caution period). When qualifying is skipped, each AI driver's parameters will be considered when forming the starting grid, instead of the grid being formed completely randomly. In a fixed setup race, the AI will now use the fixed setup during qualifying, instead of the host's default qualifying setup. The pace car will no longer dive back onto pit road under caution if the leader passes it and stays ahead of it as it passes the pit entrance. MULTIPLAYER Open servers may now disable the ability for a boss to eject players using the open_server_disable_boss_eject setting in the [SERVER] section of core.ini. By default this is set to 1, which prevents open server bosses from ejecting players. Change this setting to 0 if desired. When a client is ejected or banned from a server, the user name of the person doing the ejecting/banning is given. The Chatpad Log is now separated for each individual player, and saved in the main NR2002 directory as chatpad_<player_directory>.log Verified The sierra.com available races screen will now continue to discard chat from people in your muzzle list when you change chat servers. Clients that retire from a multiplayer race will now be listed appropriately in the standings. Verified FIXED Clients whose connections are dropped before they complete the race, and who do not rejoin the race, will be listed as "Disco" in the standings. If you muzzle someone's user name by using the Add button to place them into your muzzle list on the sierra.com screen, they will now also be muzzled by their cdkeyid the next time they try to connect to your server. This keeps them from sneaking back onto your server by creating a new user name. If you wrecked your car during practice and hit Shift-R to return to the pits, other clients would not see that your car was repaired until you started moving. They will now see that your car is fixed even if you don't move. You will no longer receive errant end-of-race messages from a sierra.com registered race server while connecting to it. RENDERER Texture compression is now supported by the OpenGL renderer. Some improvements were made to the way smoke and dust is drawn. USER INTERFACE The scrollbar for the address book on the main Multiplayer screen will no longer draw over the connection dialog boxes. The 'Server Type' heading now sorts Open and Dedicated servers properly in the Available Races table. Clients in a multiplayer race can now see the latency/quality of other players in the Entries tab on the Race Weekend screen. The Entries tab on the Race Weekend screen now shows server admins in green, and bosses in gold (disconnected drivers are still shown in red). The Entries tab on the Race Weekend screen will now show player ratings while the left shift and left control keys are held down. SOUND Improved opponent car engine sounds to produce less crackling. Improved player car engine sound to reduce popping in mid-RPM range. Improved tire sounds to reduce popping with some sound card drivers (e.g. SBLive!). Added a new core.ini setting (force_min_readahead) to address occasional win2k/XP sound driver issue that resulted in much popping/crackling. Fixed 3D sound issue where some views would have severely muted focus car sounds. Found an issue where if you had disabled sound, when exiting the game or viewing the win screen the game would appear to lock up, but in actuality it is just doing nothing until the music finishes streaming. The user can work around this by not having sound disabled and intro/exit sequences enabled at the same time. MISCELLANEOUS Fixed a problem where the game would lock up on the Player Info, Opponent Manager, and Paint Shop screens when using the Direct3D renderer and NVidia Detonator drivers with version 23.11 or later. You can now continue a championship season after having saved a race during the season. Your spotter should no longer errantly tell you that you are too far to the left or right if your pit stall is near the end of pit road. If you have automatic transmission selected and you break a gear, the transmission will now properly skip the broken gear. The post-race newspaper screen will now use proper suffixes for positions like 21st, 22nd, etc. Some improvements have been made to the graphical car model. Fixed a bug in the game's mapping of DirectInput devices which prevented the game from properly identifying some axes when more than one controller was installed. Fixed a bug at Darlington where the driver in the 43rd pit stall would erroneously receive a black flag when pitting. Fixed a bug at Kansas where the AI would get unsafe pit entry penalties on pit entry. Systems with video cards based on the Savage 2000, S3 Savage 4 and ProSavage chipsets should run in D3D with reflections turned off. Running in OpenGL will result in a crash. -- ed_
"Steve Levett" <[email hidden]> wrote in message news:<aa7a57$8lun2$[email hidden]>... > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe Hm, it's not listed in the readme, but it seems like the panic AI was improved somewhat. I just ran a bunch of test sprint races at Atlanta and Bristol, causing some accidents from the front of the pack and the rest of the field slowed down and/or stopped to avoid the accidents instead of just slamming headfirst into the pile of cars. Also, 3 cheers for texture compression in OpenGL. Jason
Doesn't mention anything about the pace car from hell either :( -John "Gerald Moore" <[email hidden]> wrote in message news:[email hidden]... > Ironically, it doesn't mention anything about LPI. > > > [email hidden] (E. P.) wrote in messagenews:<[email hidden]>... > > Look here if you want to know what the patch fixes: > > > > http://www.community.sierra.com/WebX?[email hidden]^0@.ef6fe50 > > > > > > "Steve Levett" <[email hidden]> wrote in messagenews:<aa7a57$8lun2$[email hidden]>... > > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe
John Pancoast 25 Apr 2002 13:59 UTC#529182
Doesn't mention anything about the pace car from hell either :( -John
Quoted text (8 lines)> Ironically, it doesn't mention anything about LPI. > > Look here if you want to know what the patch fixes:
Lol, sounds like things have come full circle with this; remember the complaining about how the AI cars would stop on the track, etc. during a wreck, in previous versions ? To bad Papy hasn't figured out how to make them go around. Assuming the above is what is happening in your tests of course. -John "jason moyer" <[email hidden]> wrote in message news:[email hidden]... > "Steve Levett" <[email hidden]> wrote in messagenews:<aa7a57$8lun2$[email hidden]>...
Quoted text (11 lines)> > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > > Hm, it's not listed in the readme, but it seems like the panic AI was > improved somewhat. I just ran a bunch of test sprint races at Atlanta > and Bristol, causing some accidents from the front of the pack and the > rest of the field slowed down and/or stopped to avoid the accidents > instead of just slamming headfirst into the pile of cars. > > Also, 3 cheers for texture compression in OpenGL. > > Jason
From the readme11.txt: MULTIPLAYER: * Servers may now limit Sierra.com races by LPI. ... Dunno why Ed left this part out, maybe he felt it was redundant after all the posts about it. Brian "Gerald Moore" <[email hidden]> wrote in message news:[email hidden]... > Ironically, it doesn't mention anything about LPI. > > > [email hidden] (E. P.) wrote in messagenews:<[email hidden]>... > > Look here if you want to know what the patch fixes: > > > >http://www.community.sierra.com/WebX?[email hidden]^0@.ef6fe50 > > > > > > "Steve Levett" <[email hidden]> wrote in messagenews:<aa7a57$8lun2$[email hidden]>... > > >http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe >
In article <OQHx8.116382$G72.76546@sccrnsc01>, [email hidden] says... > so it only works on hacked/warez versions???? > :) !!!!!!No! No! No! Right from the serria patch page. "This patch brings NASCAR Racing 2002 Season to version 1.1.0.1." "The 1.1.0.1 version of the game is NOT multiplayer compatible with previous versions. " That means, multiplayers ALL have to be on the smae version of the game. ALL unpatched or ALL patched. -- Bob Wild
On Thu, 25 Apr 2002 00:10:53 GMT, "Sal V." <[email hidden]> wrote: >What do you mean "not compatible with the retail verson"? What's it for >then? > >Sal Papy released a patch for the warez version of N2002. Retail version owners are out of luck, there won't be a patch for the retail version. Andre
EldredP 25 Apr 2002 16:50 UTC↳ reply to E. P.#123720
In article <[email hidden]>, [email hidden] (E. P.) writes:
Quoted text (9 lines)>Look here if you want to know what the patch fixes: > >http://www.community.sierra.com/WebX?[email hidden]^0@.ef6fe50 > > >"Steve Levett" <[email hidden]> wrote in message >news:<aa7a57$8lun2$[email hidden]>... >> http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe >
"When a client is ejected or banned from a server, the user name of the person doing the ejecting/banning is given. " Ohh, THAT'S gonna cause flamewars/retaliation... Eldred -- Homepage - http://www.umich.edu/~epickett A friend of mine is involved in a fund-raiser walk-a-thon for research to cure breast cancer. If you can, please go to my homepage and see how to make a donation. Thank you. Remove SPAM-OFF to reply.
The real drivers *do* stop on the track. Witness the accident Tony Stewart was involved in at Darlington. Ken Schrader's spotter was yelling "just stop kenny, there's a big mess, just stop the car". As a disclaimer, I'm basing this on a few test races at Bristol and Atlanta, and the improvements were so huge that they immediately jumped out at me (moreso than the bump drafting fix did, which is a tad unrealistic if you ask me - you could bump draft with AI or human drivers just fine before if you weren't excessive about it, and if you closed to fast you ended up causing the big one like Robby Gordon at Daytona in 2001 - now I'm not sure if it's even possible to hit someone too hard from behind). They don't do it excessively like in N1/2/3. They will attempt to evade an accident if there is an open lane. The problem before the patch however is that a. they didn't slow down at all (they now at least slow a little if evading the wreck in order to get around it) and b. if there wasn't an open lane, as happens often at Bristol, Darlington, and Rockingham, they would just slam into the pile of cars. What I've seen so far is that the AI will literally stop if its progress is impeded, not at a ridiculous rate (based on in-car camera shots) but realistically. I think this could still be tweaked a little as they're a little *too* good at avoiding accidents now, but overall it's a vast improvement over both the InstaStop(tm) method and the Can'tDriveAroundThem/DriveThroughThem(C) method. It could be my imagination, but it seems from my testing that the AI is a little more likely to lose it if you tap them in the quarter panel, again based on limited testing. In the past I could slam off the quarter panels with wild abandon and while I'd probably go spinning the AI car would wiggle a little and keep going. I gave Nadeau a little love nudge on the left rear going into 1 at Bristol and he spun the thing and backed hard into the wall. Still need to do more testing, but I like the AI tweaks so far. Only bug I've seen - at Bristol there was a wreck blocking the track in turn 1, with about 10 rows of cars stopped and/or slowly working aorund it...however, the 5-6 lead cars that were racing back to the line came around for the yellow then immediately plowed into the stopped cars. I haven't been able to replicate it so I think the common AI bugs that occurred consistently may have finally been squashed, at lesat in regards to pit/panic behavior. Yay! Now if only we could get a patch to fix the behavior of human drivers in these situations. =) Jason "John Pancoast" <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (26 lines)> Lol, sounds like things have come full circle with this; remember the > complaining about how the AI cars would stop on the track, etc. during a > wreck, in previous versions ? > > To bad Papy hasn't figured out how to make them go around. > > Assuming the above is what is happening in your tests of course. > > -John > > > "jason moyer" <[email hidden]> wrote in message > news:[email hidden]... > > "Steve Levett" <[email hidden]> wrote in message > news:<aa7a57$8lun2$[email hidden]>... > > > http://ftp3.sierra.com/patches/pc/si_nascar2002_update_1101.exe > > > > Hm, it's not listed in the readme, but it seems like the panic AI was > > improved somewhat. I just ran a bunch of test sprint races at Atlanta > > and Bristol, causing some accidents from the front of the pack and the > > rest of the field slowed down and/or stopped to avoid the accidents > > instead of just slamming headfirst into the pile of cars. > > > > Also, 3 cheers for texture compression in OpenGL. > > > > Jason
> It could be my imagination, but it seems from my testing that the AI > is a little more likely to lose it if you tap them in the quarter > panel, again based on limited testing. In the past I could slam off > the quarter panels with wild abandon and while I'd probably go > spinning the AI car would wiggle a little and keep going. This change from N4 to 2002 really surprised me. Sometimes just for fun I like to start at the back and see how many AI cars I can spin out by nosing into their left rear quarter panel. In N4 it seemed realistic: put your fender in there and give it some gas, car goes around. In 2002 (pre-patch) they are almost impossible to spin this way. I just wish you could spin the pace car. (I know, I'm easily amused)
"Bob" <[email hidden]> wrote in message news:MPG.1731e93b5dbc8977989695@nntp...
Quoted text (7 lines)> In article <OQHx8.116382$G72.76546@sccrnsc01>, [email hidden] says... > > so it only works on hacked/warez versions???? > > :) !!!!!! > No! No! No! > Right from the serria patch page. > "This patch brings NASCAR Racing 2002 Season to version 1.1.0.1." > "The 1.1.0.1 version of the game is NOT multiplayer compatible with
previous versions. " > That means, multiplayers ALL have to be on the smae version of the game.ALL unpatched or > ALL patched. LOL wink wink :) reel 'em in... dave henrie > -- > Bob Wild
"jason moyer" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (12 lines)> The real drivers *do* stop on the track. Witness the accident Tony > Stewart was involved in at Darlington. Ken Schrader's spotter was > yelling "just stop kenny, there's a big mess, just stop the car". > > As a disclaimer, I'm basing this on a few test races at Bristol and > Atlanta, and the improvements were so huge that they immediately > jumped out at me (moreso than the bump drafting fix did, which is a > tad unrealistic if you ask me - you could bump draft with AI or human > drivers just fine before if you weren't excessive about it, and if you > closed to fast you ended up causing the big one like Robby Gordon at > Daytona in 2001 - now I'm not sure if it's even possible to hit > someone too hard from behind).
oh you're just pulling our leg now aren't you...as if you think I'd beleive anyone could CATCH UP to the other cars to bump them.... :) dave henrie
Bob wrote:
Quoted text (11 lines)> In article <OQHx8.116382$G72.76546@sccrnsc01>, [email hidden] says... > >> so it only works on hacked/warez versions???? >> :) !!!!!! > > No! No! No! > Right from the serria patch page. > "This patch brings NASCAR Racing 2002 Season to version 1.1.0.1." > "The 1.1.0.1 version of the game is NOT multiplayer compatible with previous versions. " > That means, multiplayers ALL have to be on the smae version of the game. ALL unpatched or > ALL patched.
Woooosh... -- Fester Hey nobody's perfect, not even myself 8) -- Fran�ois M�nard <ymenard> 4/15/02
[email hidden] (jason moyer) wrote in message news:<[email hidden]>...
Quoted text (8 lines)> As a disclaimer, I'm basing this on a few test races at Bristol and > Atlanta, and the improvements were so huge that they immediately > jumped out at me (moreso than the bump drafting fix did, which is a > tad unrealistic if you ask me - you could bump draft with AI or human > drivers just fine before if you weren't excessive about it, and if you > closed to fast you ended up causing the big one like Robby Gordon at > Daytona in 2001 - now I'm not sure if it's even possible to hit > someone too hard from behind).
I haven't applied the patch yet, but even in N4, the AI never let me get close enough to bump them. If I got up on someones bumper, they would just move over to one side or the other and get out of my way. This made it ridiculously easy to race the AI, as you never had to try to pass them, just get up on the bumper and they let you by. Anyone else see this, and is it now fixed? Gerald
Gerald Moore wrote:
Quoted text (19 lines)> > [email hidden] (jason moyer) wrote in message news:<[email hidden]>... > > > As a disclaimer, I'm basing this on a few test races at Bristol and > > Atlanta, and the improvements were so huge that they immediately > > jumped out at me (moreso than the bump drafting fix did, which is a > > tad unrealistic if you ask me - you could bump draft with AI or human > > drivers just fine before if you weren't excessive about it, and if you > > closed to fast you ended up causing the big one like Robby Gordon at > > Daytona in 2001 - now I'm not sure if it's even possible to hit > > someone too hard from behind). > > I haven't applied the patch yet, but even in N4, the AI never let me > get close enough to bump them. If I got up on someones bumper, they > would just move over to one side or the other and get out of my way. > This made it ridiculously easy to race the AI, as you never had to try > to pass them, just get up on the bumper and they let you by. > > Anyone else see this, and is it now fixed?
That was the problem that the "bump drafting fix" addresses - getting on an AI's bumper would cause the AI to swerve to one side. Now they try not to do that.
On Fri, 26 Apr 2002 13:32:39 GMT, Grant Reeve <[email hidden]> wrote: >That was the problem that the "bump drafting fix" addresses - getting on >an AI's bumper would cause the AI to swerve to one side. Now they try >not >to do that. Haven't been able to test the patch yet, but this is cool - it should make racing the AI a lot better.. Andre
In article <hD9y8.40518$[email hidden]>, [email hidden] says...
Quoted text (11 lines)> "Dave Henrie" wrote... > > <snip> > > LOL wink wink :) reel 'em in... > > Watch the tension on your line there Dave.... lol ;-) > > Jan > =--- > > >
You don't play fair. Do you drive on the track that way to? ;-) -- Bob Wild
Bob 26 Apr 2002 17:29 UTC#529187
says... You don't play fair. Do you drive on the track that way to? ;-) -- Bob Wild
"Bob" wrote... > <snip> > You don't play fair. Do you drive on the track that > way to? ;-) I've seen attempts at "selling a dummy" in the RASCAR races, yes. Racing is a lot like love and war in some respects. Jan. =---
"Jan Verschueren" <[email hidden]> wrote in message news:[email hidden]... > "Bob" wrote... > > <snip> > > You don't play fair. Do you drive on the track that > > way to? ;-) > > I've seen attempts at "selling a dummy" in the RASCAR races, yes. Racingis > a lot like love and war in some respects. What's "selling a dummy?" -- David G Fisher
"David G Fisher" wrote... > <snip> > What's "selling a dummy?" Attempting to mislead your opponent as to your true intentions. As in "Mansell sold Piquet a dummy to the inside, then passed on the outside". I.e. Mansell faked lining up his opponent on the inside and passed him as he went to defend his position. You surprise me Dave, I thought the love and war reference was the harder one "to get". Jan. =---
"Bob"> > > <snip>
Quoted text (9 lines)> > > LOL wink wink :) reel 'em in... > > > > Watch the tension on your line there Dave.... lol ;-) > > > > Jan > > =--- > You don't play fair. Do you drive on the track that way to? ;-) > -- > Bob Wild
Not to worry Bob, we use Barbless hooks here in Ras....back into the pond with you.... dave henrie
Dave Henrie 26 Apr 2002 20:46 UTC#529189
"Bob"> > > <snip> Not to worry Bob, we use Barbless hooks here in Ras....back into the pond with you.... dave henrie
"David G Fisher" > What's "selling a dummy?" > > -- > David G Fisher > just guessing...dummy(fake) moves into the pits. A leader moves over as if to enter pit-lane, then jerks back onto the track at the last moment. but thats just my guess... dave henrie
"Dave Henrie" <[email hidden]> wrote in message news:P1jy8.59149$[email hidden]...
Quoted text (10 lines)> > "David G Fisher" > What's "selling a dummy?" > > > > -- > > David G Fisher > > > just guessing...dummy(fake) moves into the pits. A leader moves over as > if to enter pit-lane, then jerks back onto the track at the last moment. > but thats just my guess... > dave henrie
That's what I thought it might be too because I've seen some drivers do that in the RASCAR races. -- David G Fisher
"Jan Verschueren" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> "David G Fisher" wrote... > > <snip> > > What's "selling a dummy?" > > Attempting to mislead your opponent as to your true intentions. As in > "Mansell sold Piquet a dummy to the inside, then passed on the outside". > I.e. Mansell faked lining up his opponent on the inside and passed him as
he
Quoted text (7 lines)> went to defend his position. > > You surprise me Dave, I thought the love and war reference was the harder > one "to get". > > Jan. > =---
Never heard that one before. I guess I would normally just say that he "set him up for a pass". David G Fisher
David G Fisher wrote:
Quoted text (25 lines)> "Jan Verschueren" <[email hidden]> wrote in message > news:[email hidden]... > >>"David G Fisher" wrote... >> >>><snip> >>>What's "selling a dummy?" >> >>Attempting to mislead your opponent as to your true intentions. As in >>"Mansell sold Piquet a dummy to the inside, then passed on the outside". >>I.e. Mansell faked lining up his opponent on the inside and passed him as > > he > >>went to defend his position. >> >>You surprise me Dave, I thought the love and war reference was the harder >>one "to get". >> >>Jan. >>=--- > > > Never heard that one before. I guess I would normally just say that he "set > him up for a pass".
Or he "put a move on him". -- Fester Hey nobody's perfect, not even myself 8) -- Fran�ois M�nard <ymenard> 4/15/02

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