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EARacing to be shut down ?! Looks like it!

34 posts by 13 people · 04 Dec 2001 03:31 UTC - 21 Dec 2001 08:23 UTC

EA Racing online service for Need for Speed to close

Roger Squires reported that EA's EARacing service for online Need for Speed: High Stakes and Porsche Unleashed racing was shutting down, which EA's site confirmed for January 8. Players started a petition and discussed hosting direct TCP/IP races instead. The thread also covered spotting cheaters, the Dirty Harry replay tool, and fast setups for Porsche Unleashed.

online racing/leaguesindustry/businessNeed for Speed: Porsche UnleashedNeed for Speed: High Stakes

Automated summary.

That sure is bad news. I hope it's not true. How much can it cost to keep these servers running anyway? We might have to start to organize races via TCP/IP Multiplayer then. We could start by just posting the hosts IP in this group but I'm afraid there are to few of us (reading this ng). It probably better to do this via some web site. I'm sure it's possible but it could be difficoult to have races 24/7. Again, I hope it's not true. Jone.
I'm sure if there was demand, someone could whip up a website that simply let you check if anyone's racing, and if so, what the ip's are. not that complicated really... basically just a chat, with a little sidebar of ips or whatever. curtis "Jone Tytlandsvik" <[email hidden]> wrote in message news:9ui64e$8haq5$[email hidden]...
Quoted text (7 lines)> That sure is bad news. I hope it's not true. > How much can it cost to keep these servers running anyway? > > We might have to start to organize races via TCP/IP Multiplayer then. > We could start by just posting the hosts IP in this group but I'm afraid > there are to few of us (reading this ng). > It probably better to do this via some web site. I'm sure it's possible
but
Quoted text (7 lines)> it could be difficoult to have races 24/7. > > Again, I hope it's not true. > > Jone. > >
opps.... try this for the simple pleasure of clicking. http://makeashorterlink.com/?C20C2543 -- 1907 - Daytona Beach Florida Glenn H. Curtiss rode a V8 powered motorcycle to a 136.30 mph record in the measured mile. The Chicago Daily News headline reads: "Fastest Mile On Earth, Bullets Are The Only Rivals Of Glenn Curtiss"
If I remember correctly when I signed up for EA Racing that it was pretty much a test/beta for their server network. Now that Motor City Online has hit the streets there is no need to keep testing, well at least in EA's eyes anyway. :) MadDAWG
"Jone Tytlandsvik" <[email hidden]> wrote in message news:9ui64e$8haq5$[email hidden]...
Quoted text (7 lines)> That sure is bad news. I hope it's not true. > How much can it cost to keep these servers running anyway? > > We might have to start to organize races via TCP/IP Multiplayer then. > We could start by just posting the hosts IP in this group but I'm afraid > there are to few of us (reading this ng). > It probably better to do this via some web site. I'm sure it's possible
but > it could be difficoult to have races 24/7. > > Again, I hope it's not true. > > Jone. > I've written a few emails and have been (automatically... :)) )promised replies.... I'll keep you posted,,,,, I'd be happy to get involved (if I can) with setting up alternatives if the worst comes to the worst.... I think PU-online is far too good a game to let it just fade away...... There's gotta be some kinda strength in unity,,,, so let's see some supportive feedback here, folks, eh? Cautiously optimistic.... cheersfernow Hank :) (aka 'sappy' :)) )
The flight sim guys replaced Janes Combat Net when that went down. Don't see why the EA racers couldn't do the same. Good luck lads. dave henrie "MadDAWG" <[email hidden]> wrote in message news:[email hidden]... > If I remember correctly when I signed up for EA Racing that it was pretty > much a test/beta for their server network. Now that Motor City Online has > hit the streets there is no need to keep testing, well at least in EA'seyes > anyway. :) > > MadDAWG > >
> there's gotta be a way to overcome this one...... At www.earacing.com, they have announced Jan 8 as the shut down date, but also mentioned that they will still be taking support and feedback emails. Maybe enough emails will help here... At least we can thank them for the online time we did get (probably a few employees at earacing.com will be affected by this shutdown...).
"Roger Squires" <[email hidden]> wrote in message news:DsXO7.3910$[email hidden]... > Looks like the end is in sight for online HS & NFS5 racing: > >http://www.racerplanet.com/forum/showthread.php?s=eda3b28a2792ccfcbc53cecb55 > 26bc2d&threadid=5694 > > rms > [email hidden] > > If you really care, then sign the petition: http://dynamic2.gamespy.com/~nfscheats/ubb/non-cgi/ultimatebb.php?ubb=get_to pic&f=1&t=000282 there's gotta be a way to overcome this one...... anybody know anybody who's got some clout at EA? I'll use all my reasoning resources.... worth a try, eh? let's work together..... cheersfernow Hank :)) (aka 'sappy')
"Jeff Reid" <[email hidden]> wrote in message news:trlP7.119964$[email hidden]...
Quoted text (11 lines)> > there's gotta be a way to overcome this one...... > > At www.earacing.com, they have announced Jan 8 as the > shut down date, but also mentioned that they will > still be taking support and feedback emails. Maybe > enough emails will help here... > > At least we can thank them for the online time we did > get (probably a few employees at earacing.com will > be affected by this shutdown...). >
Absolutely thank them..... but not for shutting it down.... I'll bet lots of folks would be willing to pay a small (fair) payment to keep it going. Money talks...... what's it gonna take? don't forget to sign the petition at nfscheats... peace ;) Hank :) ('sappy')
"Jone Tytlandsvik" <[email hidden]> wrote in message news:9ui64e$8haq5$[email hidden]...
Quoted text (7 lines)> That sure is bad news. I hope it's not true. > How much can it cost to keep these servers running anyway? > > We might have to start to organize races via TCP/IP Multiplayer then. > We could start by just posting the hosts IP in this group but I'm afraid > there are to few of us (reading this ng). > It probably better to do this via some web site. I'm sure it's possible
but > it could be difficoult to have races 24/7. > > Again, I hope it's not true. > > Jone. > What do we need to post here for TCP/IP Multiplayer? With the global village using PU it should be no problem keeping it going 24/7...... people just have to be educated on what to do.... It's worth posting any information here.... it can't hurt. There's a lot more folks lurking than posting... make yourselves heard, people :)) cheersfernow we can do this :)) sappy :))
> What do we need to post here for TCP/IP Multiplayer? If you have a good connection (I guess about 256Kbit will do for 8 players) you can be a host for TCP/IP Multiplayer. You just post your IP number here. That might not be the same as your local IP if you are behind routers and stuff. There are probably many ways to find this out but you could go here: http://grc.com/x/ne.dll?rh1ck2l2 If you are behind a firewall you must make a hole in it from port 9395 up to 9405. I have not tested it, ordered my 384 Kbit ADSL yesterday. So when you have tested that people are able to connect to you and play, you just post your IP and what time, for how long, what car, what tracks and so on. Then you just hope someone reads it and joins you. This could even be much more fun than on EA racing. You develop closer relationship with the other drivers. Maybe you race on a regular basis. If someone writes down the scores you can have a cup or rally. It would be a different kind of racing where all the drivers had to finish the race. On EA racing most people just try to get a single fast run. They drive like mad and if they mess up they abort. Jone.
> Aye, sounds good, Jone.... > You wanna try it? > You have ICQ? I'm afraid I don't have ICQ I will definitely try out hosting TCP/IP races when I get my ADSL. Jone.
"Jone Tytlandsvik" <[email hidden]> wrote in message news:9ul233$989pm$[email hidden]... > > > > What do we need to post here for TCP/IP Multiplayer? > > If you have a good connection (I guess about 256Kbit will do for 8players) > you can be a host for TCP/IP Multiplayer. You just post your IP numberhere. > That might not be the same as your local IP if you are behind routers and > stuff. There are probably many ways to find this out but you could gohere: > http://grc.com/x/ne.dll?rh1ck2l2 > If you are behind a firewall you must make a hole in it from port 9395 upto > 9405. > I have not tested it, ordered my 384 Kbit ADSL yesterday. > > So when you have tested that people are able to connect to you and play,you > just post your IP and what time, for how long, what car, what tracks andso > on. Then you just hope someone reads it and joins you. > > This could even be much more fun than on EA racing. You develop closer > relationship with the other drivers. Maybe you race on a regular basis. If > someone writes down the scores you can have a cup or rally. It would be a > different kind of racing where all the drivers had to finish the race. OnEA > racing most people just try to get a single fast run. They drive like mad > and if they mess up they abort. > > Jone. > Aye, sounds good, Jone.... You wanna try it? You have ICQ? I've been online and most racers are oblivious to the news.... 'til I told'em :)) They are signing petition now. I told them about this newsgroup too. If online racers could mention it (petition and this newsgroup) when they are in a full pit we might get a lot of numbers interested. I know we can overcome this...... it's just finding the best way :)) cheersfernow lots of emails to write sappy :)) -- SapArt Studio & Gallery www.sapart.freeserve.co.uk Hand-made ceramic original sculptures and gifts, cats,dogs,elephants,teddybears, lions, tigers, chess and much much more.
"Jone Tytlandsvik" <[email hidden]> wrote in message news:9ul4de$97v1i$[email hidden]...
Quoted text (10 lines)> > > Aye, sounds good, Jone.... > > You wanna try it? > > You have ICQ? > > I'm afraid I don't have ICQ > I will definitely try out hosting TCP/IP races when I get my ADSL. > > Jone. >
Cool, and excellent! will keep my eye open for your posting :)) have a good one Hank :)) aka : sappy :))
>On EA >racing most people just try to get a single fast run. They drive like mad >and if they mess up they abort. Ahh Sounds just like GPL Pickup races. :-) -- 1904 - Glenn H. Curtiss American aviation pioneer, makes first official 60mph motorcycle run. Powered by one of the first American made twin cylinder engines.
>don't forget to sign the petition at nfscheats... "nfscheats" That's the key word that pretty much sums up the death for online racing in the Need For Speed series IMO. -- 1904 - Glenn H. Curtiss American aviation pioneer, makes first official 60mph motorcycle run. Powered by one of the first American made twin cylinder engines.
> "nfscheats" That's the key word that pretty much sums up the death for > online racing in the Need For Speed series IMO. I'm not aware of any cheating in NFS:HS. In NFS:PU, it's usually obvious to anyone who's been online for a while, and deadline racers have a web site that lists all the known cheaters.
> >On EA racing most people just try to get a single fast run. They drive > >like mad and if they mess up they abort. I rarely see this in the games I join, usually it's the newbies that do this. On NFS:HS, it happens a lot less. NFS:HS is a smaller crowd, or there aren't as many newbies percentage wise...
Jeff Reid wrote:
Quoted text (7 lines)> > > >On EA racing most people just try to get a single fast run. They drive > > >like mad and if they mess up they abort. > > I rarely see this in the games I join, usually it's the newbies that > do this. On NFS:HS, it happens a lot less. NFS:HS is a smaller crowd, or > there aren't as many newbies percentage wise...
I thought it was courteous to abort if I screw up and I'm trailing way back. Doesn't it keep things moving? Larry
Quoted text (9 lines)> > > >On EA racing most people just try to get a single fast run. They drive > > > >like mad and if they mess up they abort. > > > > I rarely see this in the games I join, usually it's the newbies that > > do this. On NFS:HS, it happens a lot less. NFS:HS is a smaller crowd, or > > there aren't as many newbies percentage wise... > > I thought it was courteous to abort if I screw up and I'm > trailing way back. Doesn't it keep things moving?
To me, it doesn't matter either way. The only time this is bad is if there are just a few racers, and all but leader quit, it prevents the leader from getting a top 50 time. Otherwise, if you're way behind, quitting will prevent everyone from waiting a long time. Normally, if your only 10 or 15 seconds back, I wouldn't worry about quitting.
"Larry Lindstrom" <[email hidden]> wrote in message news:[email hidden]... > > > Jeff Reid wrote: > > > > > >On EA racing most people just try to get a single fast run. Theydrive
Quoted text (8 lines)> > > >like mad and if they mess up they abort. > > > > I rarely see this in the games I join, usually it's the newbies that > > do this. On NFS:HS, it happens a lot less. NFS:HS is a smaller crowd, or > > there aren't as many newbies percentage wise... > > I thought it was courteous to abort if I screw up and I'm > trailing way back. Doesn't it keep things moving?
Well I don't really notice what's going on behind me, but many of the hot shots quit the race if they make a mistake. I really don't understand why, isn't it fun for them to drive the rest of the track? Is it more fun to sit and wait for 2 minutes? I finish my races unless I mess up several times and all others has finished. When I hit the finish line at Autobahn for instance at 2.20 after a crash, it would have been funny to have a fight with the other two guys that crashed ahead of me, but they have parked. If you are 2 km from the finishline and everyone else has finished, it could be a good idea to quit. Unless the group usually uses a lot of time to get ready after each race. Jone.
> I'm not aware of any cheating in NFS:HS. In NFS:PU, it's usually obvious > to anyone who's been online for a while, and deadline racers have a web > site that lists all the known cheaters. It is? How can you tell if anyone cheats? I looked at deadlineracers and didn't find any list of cheaters. I thought REDLINE426 was referring to piracy. I don't think EA shuts down the server because people hack the cars. Jone.
> > I'm not aware of any cheating in NFS:HS. In NFS:PU, it's usually obvious > > to anyone who's been online for a while, and deadline racers have a web > > site that lists all the known cheaters. > > It is? How can you tell if anyone cheats? After a while, you learn the limits of what the cars can reasonably do on most tracks. Seeing a car exit a corner slowly, then accelrate past everyone is a good clue, but don't jump to conclusions. Sometimes a lag in race position update will cause appear to go fast as the game updates a car position by speeding it up to get it back into place. A more reliable method is to know about what times can be expected from a track by a good racer. If you see someone making lots of mistakes, but still getting incredible times, it's probably a cheat. The other clue is if there are multiple paths, and the cheater takes the "wrong" path to hide how fast his car is, and gets an impossible time while taking the wrong path. As an example, my best time at Autobahn is 2:05 to 2:06, if I get a clean run and start near the top of a large grid. The top racers that use the rails to slide on get even better times, 2:01 to 2:03. One of the top racers demonstrated a cheat car, by improving his best time of 2:01 down to 1:51 with the hacked car at Autobahn. At Zone Industrielle, I'm a bit better, getting 1:59 to 2:05 times depending on starting position and how clean I squeeze through the gap between the truck and car in the first tunnel. 1:58 is possible on a very good run, maybe a bit faster if someone gets lucky with scraping walls... If I have a good lead on someone, say 3 or 4 seconds, and that person ends up with a 1:56 time, it's a good sign that his car is hacked. > I looked at deadlineracers and didn't find any list of cheaters. Click on the link for "ea stats", then "userbanlist", from this site: http://deadlineracers.de/ > I thought REDLINE426 was referring to piracy. I don't think EA shuts down > the server because people hack the cars. My impression was he was upset and implying that EA racing wasn't popular due to cheaters... I don't know that this is that important, as I can never see my stats except for gettting top 50 time. Besides, it's my experience that cheaters are very rare, and unless I stay up very late (like this morning), I don't run into them. During 9:00 to 11:00 pm in the USA, I hardly ever see them. Usually it's younger players playing at non "prime times" from differing countries. I'm sure if I played at 10:00 am in the morning here in the USA, I'd see more hacked cars...
Hi, Jeff "Jeff Reid" <[email hidden]> wrote in message news:q3KP7.120429$[email hidden]...
Quoted text (13 lines)> > It is? How can you tell if anyone cheats? > > After a while, you learn the limits of what the cars can reasonably > do on most tracks. Seeing a car exit a corner slowly, then accelrate > past everyone is a good clue, but don't jump to conclusions. Sometimes > a lag in race position update will cause appear to go fast as the > game updates a car position by speeding it up to get it back into > place. > > A more reliable method is to know about what times can be expected > from a track by a good racer. If you see someone making lots of > mistakes, but still getting incredible times, it's probably a > cheat.
<snip>
Quoted text (13 lines)> As an example, my best time at Autobahn is 2:05 to 2:06, if I > get a clean run and start near the top of a large grid. The > top racers that use the rails to slide on get even better times, > 2:01 to 2:03. One of the top racers demonstrated a cheat car, > by improving his best time of 2:01 down to 1:51 with the hacked > car at Autobahn. At Zone Industrielle, I'm a bit better, getting > 1:59 to 2:05 times depending on starting position and how > clean I squeeze through the gap between the truck and car in > the first tunnel. 1:58 is possible on a very good run, maybe > a bit faster if someone gets lucky with scraping walls... > If I have a good lead on someone, say 3 or 4 seconds, and that > person ends up with a 1:56 time, it's a good sign that his > car is hacked.
<snip> You are a very fast driver, Jeff. You should be justly proud of those times. I would like to consider myself to be one also. My best on Autobahn is 2:00:00 w/GT1 and Zone Industrial 1:55:84 w/GT1. I'm fairly new to online with NFS-PU and I keep seeing where I can be faster and improve my skills. Still, there are some racers that can seem to just leave me sitting in the dust on some tracks. Ran "Strobe's" Dirty Harry utility (got mine on [TM]Wazza's great site: www.geocities.com/wazza6_6_6_6) on them and they came up clean (made me feel slightly guilty ;-). I know it can be really frustrating to have completed the single-player modes, truly believe you can kick-some-A and, in essence, have your license revoked by someone you never met/heard of before when you get online. I've been accused of cheating a few times, and it is always painful to me when that happens. I try to help anyone I can with encouragement, suggestions, setups and strategy as so many others have helped me. I race just about any time, but usually off hours. I have seen so very few confirmable cheats out there, at any time. I just want to caution all, especially when you can't confirm it, to be careful with accusations of cheating. Some of those playing this game have put a great deal of dedication, time, skill, effort and passion into it. It's why we care so much - maybe too much - for this game, and why we are hurting now that it is being retired by EA. Racers with such skill and passion can often post amazing, seemingly impossible times. But they do it clean and fairly. Some of the skill sets these people have are just stunning. I marvel at them frequently. Not a cheat, not a hack. Accusing someone with that level of commitment, passion can be very hurtful. You are right about the times, someone running much too fast on a track, or taking the "long way home" and posting first. I would just lower the times you posted a bit before one should get suspicious. Not to be preachy, just my 2-cents (whatever they're worth)! Cheyenne of XR P.S., Jeff, don't know your online nym, but hope you enjoy as much racing as you can handle in the final days! Hope 2cu in the pits.
> times. I would like to consider myself to be one also. My best on Autobahn > is 2:00:00 w/GT1 and Zone Industrial 1:55:84 w/GT1. Great times there. I've only seen 2:01 at autobahn by a couple of drivers, and they used the rails. A few 1:58's at Zone, 2:38 at Auvergne, 1:55 (or better) at Pyrenees backwards, 2:4x's at Alps and Schwarzwald, can't remember other times. What setup do you use? I use manual shift, so my "autobahn" gears are bizarre: -0.50 -0.45 -0.35 -0.20 -0.05 -0.25 final -0.50 (4th and 5th very close). tire pressure 43/45, down force 80/0 (or maybe 70/0). Zone Industrielle setup: -0.20 -0.25 -0.25 -0.20 -0.10 -0.25 -0.50 tire pressure 42/45, downforce 80/0 (I run the gap to right of truck). > Ran "Strobe's" Dirty Harry utility (got mine on > [TM]Wazza's great site: www.geocities.com/wazza6_6_6_6) on them and they > came up clean (made me feel slightly guilty ;-). How does this work? What info can you save from an online race? > I would just lower the times you posted a bit before one should > get suspicious. Sorry, didn't mean to imply these were the best times possible, just that if my best is about 2:00 at Zone, and someone is behind 3 or 4 seconds, then they screwed up bad somewhere, and to end up with a 1:56 is unlikely. Note, this never really happened to me, just an example. I don't know what times are possible in NFS:PU. In NFS:HS, there's no tuning, so times are a bit more predictable, especially since the #1 racer, Spinout, is online quite a bit (just use his times as a benchmark). > P.S., Jeff, don't know your online nym Online name is JeffR, both NFS:PU and NFS:HS, been mostly NFS:HS lately going for 10K total points (9160 now). It's amazing how much difference there can be in times, considering all the cars are the same. The top racers have really optimized the tracks which is hard at some since things happen so fast with AAA cars on tracks like raceway 2 or dolphin cove.
Jeff Reid said : How does this work? What info can you save from an online race? It looks at the replay file, you must do it before racing the next race, since that overwrites the file with the new race info. If you have it running, you alt-tab out of the game, click the refresh button, and voila, you have a list of the racers and some info on the cars they are driving. It's just a dirty shame that we have a tool to clean up the pits just as they are going to close them. btw, if EA won't keep some server(s) up for the game, perhaps we can petition Porsche to keep a no stat server running. I have posted a short message at their (Porsche) web page in the guestbook section regarding this. Oh heck, here is dh4pu, enjoy. PK ______________________________________________________________________________ Posted Via Binaries.net = SPEED+RETENTION+COMPLETION = http://www.binaries.net
Quoted text (7 lines)> It looks at the replay file, you must do it before racing the next > race, since that overwrites the file with the new race info. > If you have it running, you alt-tab out of the game, click > the refresh button, and voila, you have a list of the racers > and some info on the cars they are driving. > It's just a dirty shame that we have a tool to clean up the > pits just as they are going to close them.
I never realized there was a replay file after a multiplayer race. It would be possible to make a utility that read the results from the reply file. You could then do several races and the utility could sum up the results after each race. This way you could do a European Rally or some other Series or Cup. The results could have been posted immediately on the hosts IIS server or somewhere else on the net, so the competitors could check their standings. Wouldn't that be fun? It could have been used with the servers (if they survive) or with Peer to Peer IP. I don't know how the "Dirty Harry" utility works but maybe it could check for cheats automatically. Jone Tytlandsvik
In article <9ukvm6$q7u$[email hidden]>, "hank evans" <[email hidden]> writes: >There's a lot more folks lurking than posting... >make yourselves heard, people :)) Sounds like "Horton Hears a Who"...<g> Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett GPLRank - under construction... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
Hi, Jone! "Jone Tytlandsvik" <[email hidden]> wrote in message news:9v2i0l$ckk49$[email hidden]... > I never realized there was a replay file after a multiplayer race. > It would be possible to make a utility that read the results from thereply > file. > You could then do several races and the utility could sum up the results > after each race. This way you could do a European Rally or some otherSeries
Quoted text (9 lines)> or Cup. The results could have been posted immediately on the hosts IIS > server or somewhere else on the net, so the competitors could check their > standings. Wouldn't that be fun? > It could have been used with the servers (if they survive) or with Peer to > Peer IP. > I don't know how the "Dirty Harry" utility works but maybe it could check > for cheats automatically. > > Jone Tytlandsvik
Oh, that's a brilliant idea! It could be incorporated into the multiplayer interface/front-end too. An overlay, perhaps, maybe a new button? Seen some PU utils set up that way before. Drity Harry looks at the replay.rpl file that's generated after a race (unfortunately, if online race, you can't run it to watch the routes/techniques! Hey, maybe someone can crack that?) and gives a simple list of the player name, what car they are racing and what physics that car uses. If someone is using an editor/cheat to say, give GT1 physics to 993/996 it will tell you. Breaks out something like this for each player: <Player Name> <Car Driven> <Physics Model> Great utility. Have to say though, glad that I haven't seen very many cheats, and glad to have seen and known some absolutely incredible racers out there! Cheyenne ([XR]Chey)
Hi, Jeff. Saw you on PU recently! Hope you got in some good racing. "Jeff Reid" <[email hidden]> wrote in message news:Q_JQ7.124719$[email hidden]... > What setup do you use? I use manual shift, so my "autobahn" gears arebizarre: > > -0.50 -0.45 -0.35 -0.20 -0.05 -0.25 final -0.50 (4th and 5th veryclose). > tire pressure 43/45, down force 80/0 (or maybe 70/0). > > Zone Industrielle setup: > > -0.20 -0.25 -0.25 -0.20 -0.10 -0.25 -0.50 > tire pressure 42/45, downforce 80/0 (I run the gap to right of truck). For both Zone and Bahn I use the same setup. I admit it's more optimized for Zone, but still does well on Bahn, here it is: GT1: Manual trans 1(-50), 2(-40), 3(-30), 4(-20), 5(-15), 6(-25), r(+20), F(-35) DF r40/f7 That was given to me by "Kakaze" though I think he used F(-30), on Bahn. I'm not good at tuning and tend to yak too much in the pits, so I just leave mine alone and that way always know what to expect from the car. With that DF the car is very hard to control, but very, very fast and if you go very fast, the downforce is enough if you are smooth with throttle and steering. On Zone I use the left side of the truck if I feel like taking a risk. Otherwise, I use the ramp to the far left. Don't have to slow up much for it and can accelerate out a little stronger than if i use either "truck" route, but I sometimes get destabilized on the ramp, or coming off, so still has its risks. Will give the right side of the truck some practice because you (JeffR) do post great times there. BTW, to me it seems the key to a great time here (other than not hitting anything!) is the right-left chicane where the Fuel Tank is. If you carry speed through there you can post amazing times. > > Ran "Strobe's" Dirty Harry utility (got mine on > > [TM]Wazza's great site: www.geocities.com/wazza6_6_6_6) on them and they > > came up clean (made me feel slightly guilty ;-). > > How does this work? What info can you save from an online race? Gives you a breakdown on what's in the replay.rpl file that's made after an online race (or offline race if you want). You can check to see if a car's physics model matches the original EA physics, or has been changed. Very nice util. Kudos to Strobe indeed! > Sorry, didn't mean to imply these were the best times possible, just that > if my best is about 2:00 at Zone, and someone is behind 3 or 4 seconds, > then they screwed up bad somewhere, and to end up with a 1:56 is unlikely. > Note, this never really happened to me, just an example. Oh no! I know what you meant, I just meant to say that if someone impressionable read your post incorrectly that they would think someone very fast to be cheating. I know this has happened before. I read you right though, I think, and I didn't mean to imply that you were "wrong". I think you're quite correct about it. Comparing times with what you know seems the best way. Just cautioning others about possible hurt they can cause.
Quoted text (8 lines)> > P.S., Jeff, don't know your online nym > > Online name is JeffR, both NFS:PU and NFS:HS, been mostly NFS:HS lately > going for 10K total points (9160 now). It's amazing how much difference > there can be in times, considering all the cars are the same. The top > racers have really optimized the tracks which is hard at some since > things happen so fast with AAA cars on tracks like raceway 2 or > dolphin cove.
Great, saw you online I think this morning (my local) in PU. Said "hey". I know HS can be so frenetic, except with "B" class cars. And the AAAs are insane. Did the HS single player thing, but never liked the physics, very weird. Love PUs physics, though they don't model positive torque effects anywhere near realistically. Only did HS 2 or three times online. Pit hosts seemed kinda impatient, though, and very few would do the Tourneys, which I love. So hadn't pursued it. I still have it installed though. (would have to locate my CD!) Congrats on your point total. And hope you make your goal and have fun doing it. Hope to see you in the pits soon, enjoy, JeffR Cheyenne ([XR]Chey)
> Oh, that's a brilliant idea! It could be incorporated into themultiplayer > interface/front-end too. An overlay, perhaps, maybe a new button? Seen > some PU utils set up that way before. I've looked a bit more into it, and it looks like the times for the race is not saved in the .rpl file. Just the 8 best times for that track. So the utility might have to pull the times directly from the PC memory. It's possible....... > Drity Harry looks at the replay.rpl file that's generated after a race > (unfortunately, if online race, you can't run it to watch the > routes/techniques! Hey, maybe someone can crack that?) and gives a simple I guess there is not enough info stored in the .rpl file after a multiplayer race. There are probably only acurate data on your own car. > list of the player name, what car they are racing and what physics thatcar > uses. If someone is using an editor/cheat to say, give GT1 physics to > 993/996 it will tell you. Breaks out something like this for each player: But there is a utility to edit the physics files. You can give the GT1 10 more hp at 1500 rpm (or 1000 more hp if you like), and you can edit the handeling. The utility won't detect that will it? Dirty Harry looks for changed filenames and id's (996T) in the files, and if you use the editor, you won't change any filenames or id's. Jone.
"Jone Tytlandsvik" <[email hidden]> skrev i meddelandet news:9v2i0l$ckk49$[email hidden]... > I don't know how the "Dirty Harry" utility works but maybe it could check > for cheats automatically. > > Jone Tytlandsvik It does. The Dirty Harry tool made by "Strobe" does check for cheaters. U can see what car is chosen and compare too what 3D-model and spec and physics used. Very useful when u are looking for a cheater. /G�ran

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