Race Sim Central
Rec.Autos.Simulators Archive

Viper Racing 1.2 beta patch still available?

19 posts by 10 people · 11 Oct 2001 15:50 UTC - 15 Oct 2001 15:18 UTC

"Ruud van Gaal" <[email hidden]> schreef in bericht news:[email hidden]...
Quoted text (7 lines)> Hi, > > Not too long ago Dave Pollatsek put up a message here with a Viper > Racing patch (1.2beta) which let it run on Win2K. > The original link (http://mgiracing.com/viperpatch12beta.zip) says > file not found. > Does anybody have the file? Google only came up with 1.1 patches. :(
Found it! Did some searches with google and google groups; there's a typo in your URL, it should be: http://mgiracing.com/viperpatch121beta.zip best wishes, Milan
"Jaker Amjet" <[email hidden]> schreef in bericht news:[email hidden]... > Is there a NO-CD crack for this, I dont really want to be bothered > find the viper cd. Add -nocanary behind the viper racing.exe in the game's shortcut.
On Thu, 11 Oct 2001 20:27:18 +0200, "Milan Poll�" <[email hidden]> wrote:
Quoted text (13 lines)>"Ruud van Gaal" <[email hidden]> schreef in bericht >news:[email hidden]... >> Not too long ago Dave Pollatsek put up a message here with a Viper >> Racing patch (1.2beta) which let it run on Win2K. >> The original link (http://mgiracing.com/viperpatch12beta.zip) says >> file not found. >> Does anybody have the file? Google only came up with 1.1 patches. :( > >Found it! > >Did some searches with google and google groups; there's a typo in your URL, >it should be: >http://mgiracing.com/viperpatch121beta.zip
Hi Milan, Thanks! Yes, I found it some time after some more deja-ing through the lot. Great, now a fix for the CD on GameCopyWorld. :) Ruud van Gaal Free car sim : http://www.marketgraph.nl/gallery/racer/ Pencil art : http://www.marketgraph.nl/gallery/
On Fri, 12 Oct 2001 11:09:37 +0200, "Milan Poll�" <[email hidden]> wrote: >"Jaker Amjet" <[email hidden]> schreef in bericht >news:[email hidden]... >> Is there a NO-CD crack for this, I dont really want to be bothered >> find the viper cd. > >Add -nocanary behind the viper racing.exe in the game's shortcut. Ah! Great option. ;-) It runs now under Win2K without the CD. :) Thanks. Ruud van Gaal Free car sim : http://www.marketgraph.nl/gallery/racer/ Pencil art : http://www.marketgraph.nl/gallery/
Ruud.... The VR 1.2.1 beta patch allows much more than just allowing VR to run in Win2K. It also allows more detailed (more polygon) cars and tracks (I think the Win2K thing was kind of a "smokescreen" for that fact). It also substantially improves the sound reproduction on many 3D sound cards. There's a few other things you can do to VR to improve your enjoyment running it: **Viper Executable Switches: Add "-nointro" and "-nocanary" allows VR to be launched without the CD and bypasses the VR Intro Movie (launches you directly to the main UI screen). The format is as follows: "C:\Sierra\Viper Racing\Viper Racing.exe"[spc]-nocanary[spc]-nointro **Drive the Viper GTS-R in Quick Race Mode: Download the Viper GTS-R patch and place it in the VR "Data" folder. Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the list of available cars, and you'll be driving 760 hp, Dodge Viper (winged) GTS-R race car in Quick Race Mode. (Note: You must select the Viper GT car each time you enter VR, it will not remember that selection on subsequent launches of the sim.) **Set AI Strength: Of course, after selecting the Viper GTS-R race car above, you will be stomping the AI cars into the ground on all race tracks. That will be fun for a while, but soon prove boring, if you love racing. So, you can allow all the VR AI drivers to race you with the Viper GTS-R "race car" as well, by making the following changes in the VR "options.cfg" file found in the VR Config folder: Using "notepad" or a suitable "text" editor - search the options.cfg file for a line that reads as follows: "opponent_strength = x" where x = either the value 1, 2, or 3 (depending on how you have it selected in the UI screens for AI opponent strength. If you change this number (x) to a "6" (numeric 6), then the AI will now be driving winged Viper GTS-R race cars along with you....and they will be back to their old nasty, aggressive selves again! **Race Against Larger AI Fields: Back to the VR "options.cfg" file again, search for the line that says: "ai_car_count = x" If you have selected the max number of opponents from the standard UI race set up screen, this "x" will have a "7" in its place. Change the 7 to a 14 and you now have 14 of those nasty "Ramirez and Sanchez" AI buggers to race against (also in GTS-R race cars). Set the race realism to "simulation," put on full damage and run 20 lap "long" races against 14 VR AI drivers running Viper GTS-R race cars and you've just put yourself into major-league-challenge space again., in terms of being able to actually win races! You will have to carefully pick your passing opportunities, run near perfect racing lines and plan a race strategy that involves patience.....in order to beat these guys! Good luck. **Turn On The VR Spotter Voice: VR always had this option, but many did not use it. I am in the process of creating new spotter voices that will be easier to hear and understand. In the meantime, you can turn on the "stock" VR spotter voice (which I believe I remember from my VR beta testing days to be none other than, Mr. Dave P. himself. Dave is a little weak of voice, and lacks that distinctive European accent (they don't have spotters in sports car racing that have southern accents like N4) reminiscent of Mr. Bell or Mr. Daily. But, he does an adequate job of telling you when you've cleared an opponent's front fender(s).....so I always use him. **Other Cars VR Editing Tools: For quite some time, VR has allowed "hacks" into the cars data files that allow importing of just about any car, race car, truck or vehicle you can imagine....into VR in race-able form. Many of these cars are SCGT conversions, some are 3D creations of note, with their own cockpits and race engine sounds and are quite remarkable. One of the best sources for VR "hack" cars is at: http://rdvr.btwracing.com/ This site is run by a long-term VR user named "Iceman" who is a talented 3D car modeler and graphics artist. You can also find all kinds of VR hack tools and utilities at his website. He's also a pretty likable guy who will help you learn to do VR editing if you want to have a go at that (for fun). I have recently (two weeks ago) acquired the tools necessary to create new VR race car cockpits, 3D models and all.....from scratch. My first VR cockpit project will be to produce the "racing cockpit" of the ALMS Viper GTS-R race cars. I can handle all the graphics textures, I'm looking for someone with 3D modeling tools (3ds max would be good) to "partner up" with me for re-doing the VR cockpit 3D model. There's lots we can do and we should certainly be able to approach N4 level for VR cockpits. Anyone wishing to assist in this project with the 3D modeling, please send me an email at: [email hidden] At the same time, I will be re-doing all the VR engine sounds, although the stock engines for VR are pretty good if you know how to tweak your SBLive sound card's "environmental sound effects" well enough. I believe Dave P. has recently released a rather esoteric "track editing" tool for VR that requires you to think, sleep and eat....in hex. Of course, someone will figure out a nice little utility to make this bugger work intuitively, and hopefully some of the talented GPL community track editors can have a field day making new race tracks for Viper Racing (I think that was Dave's plan in the first place). I am looking into purchasing MultiGen with its Road Builder add-on......just to make tracks for VR! Isn't it amazing what some people are doing to bide their time until WSC comes out? Well, heck. As soon as I'm done with creating new high-res tracks for all my favorite GPL tracks (amazing what can be done to GPL tracks when you run a 1.x GHz AMD platform with a GF3).....which is about 30 years worth of work I believe.....I can start in with doing the same for VR...which is indeed, a worthy opponent to GPL's car physics model, in my opinion. Not as good, but certainly engaging as a car racing sim....it would be my vote for the #2 spot behind GPL for older racing sims (N4 is the best, IMHO). Appeal To Dave P. *********** Can you give us VR "race.bin" that will allow running a higher resolution than 1024? Or is it not that simple? If we need to edit the textures, we'll do that too. I'm running VR currently on an AMD 1.4 GHz (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3 card......4xFsaa......with forced-4-anistropic filtering (which finally fixed that screwing mip-mapping you guys hated so much of the track lines)......at VR benchmarks (that push the "game engine max FPS) at 50 to 51 FPS. So, there's plenty of headroom in these level "race boxes" for higher screen resolutions, you know? Also, if you could provide us with a way to tune up the controls and steering for the "airplane"....that would be nice. It would be useful for navigating VR track worlds when we start editing track textures. Please? I know you guys had more accurate ways of flying around the VR tracks......Dave B. said so, and he never lies!). Dave, maybe we can make Viper Racing into the racing sim you guys were never allowed to make......by Sierra, just because they couldn't admit to screwing up the licensing for all the other sports cars you guys had created for Viper (although, that was not the name it was going to be released as....with 8 sports cars like the Lambo, Pantera and others). To bad, it would have kicked SCGT's butt all the way to Bangkok and back! Could you maybe hack into Garcia's computer some night after work and dig out all those physics codes for the other "VR" sports cars, and accidentally post them on the Internet for a few hours? That would be helpful. Has anyone started a "VREA".....kind of like GPLEA? No? We need one. Then maybe we could produce an SCGT-like sim with tons of road racing tracks (real reproductions of the real road racing track greats around the world) with the pretty awesome car physics of VR..........running some of those "boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers) and we could all get off Chris and Tony's back so they can take their time and finish WSC the way the want to. Wouldn't that be cool. Regards, Tom PS: I will post the link to the VR GTS-R "race car" cockpit when its done....here. PSS: I am just about done with the GPL Watkins "Fall Colors" track. I know, I know....there's a whole bunch of them around the net......but I'd already started doing this to "learn and test" the new high-res graphics technique I discovered.....(with some help of M. Beran and a couple others)....so I was going to see it through to the finish. I don't know if its better than the other versions, that's not for me to judge. I do know, there's not a single texture file in GPL Watkins that I've not totally repainted and re-textured from scratch, in high-res 24 bit color. I've also moved some TSO's and added some......and created a new "horizon" from scratch (in car video of races at Watkins...that I have.....don't show any surrounding "horizon" hills taller than your elevation on the WG track, which I understand is on about the tallest hill in the area to start with....perhaps that can be confirmed by someone who lives near WG ??? .....that's why I created new horizon files from scratch. I also got a hold of Speedvision's "History Of Formula One Racing in the US" containing video footage from several years of the USGP at Watkins.....so the signs and building colors and so forth are now fairly accurate, within the limitations imposed by the GPL programming, and the interpretation of the faded colors from the film age, and the conversion from film to digital video). It is so cool that we can finally get rid of all those silly "comic book" colors in GPL tracks.....and create WSC-track-like versions of them all! Plus, the GPL editing community has some really talented graphics artists.....that make me look like a charcoal-on-the-cement hack. Can't wait for those guys to catch on to this new stuff! Sorry for the long post. "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (13 lines)> Hi, > > Not too long ago Dave Pollatsek put up a message here with a Viper > Racing patch (1.2beta) which let it run on Win2K. > The original link (http://mgiracing.com/viperpatch12beta.zip) says > file not found. > Does anybody have the file? Google only came up with 1.1 patches. :( > > Thanks, > > Ruud van Gaal > Free car sim : http://www.marketgraph.nl/gallery/racer/ > Pencil art : http://www.marketgraph.nl/gallery/
The V.R. Sim as it is in it's default configuration was a GREAT racing Sim. The only thing that turned me off was the online play. If the people/person you mention below could hack in to it and create a good Internet code and set it up for say 20 or more Internet human competitors, That would bring VR way up on the scale of greatest racing sims!! Shoot, when it was released, In my book it came very close to blowing everything else out of the water, but again it was the Internet play, or the lack of many human opponents through the Internet capabilities that turned me off. SCGT wasn't as good but did have some potential! again, if that had good Internet capabilities.... -- Michael A. Barlow currently Acting as "Head of Marketing" FILSCA (www.filsca.com) "Tom Pabst" <[email hidden]> wrote in message news:HSDx7.6830$[email hidden]... > Ruud.... > > The VR 1.2.1 beta patch allows much more than just allowing VR to run in > Win2K. > > It also allows more detailed (more polygon) cars and tracks (I think the > Win2K thing was kind of a "smokescreen" for that fact). It also > substantially improves the sound reproduction on many 3D sound cards. > > There's a few other things you can do to VR to improve your enjoyment > running it: > > **Viper Executable Switches: > Add "-nointro" and "-nocanary" allows VR to be launched without the CD > and bypasses the VR Intro Movie (launches you directly to the main UI > screen). The format is as follows: "C:\Sierra\Viper Racing\Viper > Racing.exe"[spc]-nocanary[spc]-nointro > > **Drive the Viper GTS-R in Quick Race Mode: > Download the Viper GTS-R patch and place it in the VR "Data" folder. > Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the list > of available cars, and you'll be driving 760 hp, Dodge Viper (winged) GTS-R > race car in Quick Race Mode. (Note: You must select the Viper GT car each > time you enter VR, it will not remember that selection on subsequent > launches of the sim.) > > **Set AI Strength: > Of course, after selecting the Viper GTS-R race car above, you will be > stomping the AI cars into the ground on all race tracks. That will be fun > for a while, but soon prove boring, if you love racing. So, you can allow > all the VR AI drivers to race you with the Viper GTS-R "race car" as well, > by making the following changes in the VR "options.cfg" file found in the VR > Config folder: > Using "notepad" or a suitable "text" editor - search the options.cfg > file for a line that reads as follows: > "opponent_strength = x" where x = either the value 1, 2, or 3 > (depending on how you have it selected in the UI screens for AI opponent > strength. If you change this number (x) to a "6" (numeric 6), then the AI > will now be driving winged Viper GTS-R race cars along with you....and they > will be back to their old nasty, aggressive selves again! > > **Race Against Larger AI Fields: > Back to the VR "options.cfg" file again, search for the line that > says: > "ai_car_count = x" If you have selected the max number of > opponents from the standard UI race set up screen, this "x" will have a "7" > in its place. Change the 7 to a 14 and you now have 14 of those nasty > "Ramirez and Sanchez" AI buggers to race against (also in GTS-R race cars). > Set the race realism to "simulation," put on full damage and run 20 lap > "long" races against 14 VR AI drivers running Viper GTS-R race cars and > you've just put yourself into major-league-challenge space again., in terms > of being able to actually win races! You will have to carefully pick your > passing opportunities, run near perfect racing lines and plan a race > strategy that involves patience.....in order to beat these guys! Good luck. > > **Turn On The VR Spotter Voice: > VR always had this option, but many did not use it. I am in the > process of creating new spotter voices that will be easier to hear and > understand. In the meantime, you can turn on the "stock" VR spotter voice > (which I believe I remember from my VR beta testing days to be none other > than, Mr. Dave P. himself. Dave is a little weak of voice, and lacks that > distinctive European accent (they don't have spotters in sports car racing > that have southern accents like N4) reminiscent of Mr. Bell or Mr. Daily. > But, he does an adequate job of telling you when you've cleared an > opponent's front fender(s).....so I always use him. > > **Other Cars VR Editing Tools: > For quite some time, VR has allowed "hacks" into the cars data files > that allow importing of just about any car, race car, truck or vehicle you > can imagine....into VR in race-able form. Many of these cars are SCGT > conversions, some are 3D creations of note, with their own cockpits and race > engine sounds and are quite remarkable. One of the best sources for VR > "hack" cars is at: > > http://rdvr.btwracing.com/ > > This site is run by a long-term VR user named "Iceman" who is a talented 3D > car modeler and graphics artist. You can also find all kinds of VR hack > tools and utilities at his website. He's also a pretty likable guy who will > help you learn to do VR editing if you want to have a go at that (for fun). > > I have recently (two weeks ago) acquired the tools necessary to create new > VR race car cockpits, 3D models and all.....from scratch. My first VR > cockpit project will be to produce the "racing cockpit" of the ALMS Viper > GTS-R race cars. I can handle all the graphics textures, I'm looking for > someone with 3D modeling tools (3ds max would be good) to "partner up" with > me for re-doing the VR cockpit 3D model. There's lots we can do and we > should certainly be able to approach N4 level for VR cockpits. > > Anyone wishing to assist in this project with the 3D modeling, please send > me an email at: [email hidden] > > At the same time, I will be re-doing all the VR engine sounds, although the > stock engines for VR are pretty good if you know how to tweak your SBLive > sound card's "environmental sound effects" well enough. > > I believe Dave P. has recently released a rather esoteric "track editing" > tool for VR that requires you to think, sleep and eat....in hex. Of course, > someone will figure out a nice little utility to make this bugger work > intuitively, and hopefully some of the talented GPL community track editors > can have a field day making new race tracks for Viper Racing (I think that > was Dave's plan in the first place). I am looking into purchasing MultiGen > with its Road Builder add-on......just to make tracks for VR! > > Isn't it amazing what some people are doing to bide their time until WSC > comes out? Well, heck. As soon as I'm done with creating new high-res > tracks for all my favorite GPL tracks (amazing what can be done to GPL > tracks when you run a 1.x GHz AMD platform with a GF3).....which is about 30 > years worth of work I believe.....I can start in with doing the same for > VR...which is indeed, a worthy opponent to GPL's car physics model, in my > opinion. Not as good, but certainly engaging as a car racing sim....it > would be my vote for the #2 spot behind GPL for older racing sims (N4 is the > best, IMHO). > > Appeal To Dave P. *********** > Can you give us VR "race.bin" that will allow running a higher > resolution than 1024? Or is it not that simple? If we need to edit the > textures, we'll do that too. I'm running VR currently on an AMD 1.4 GHz > (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3 > card......4xFsaa......with forced-4-anistropic filtering (which finally > fixed that screwing mip-mapping you guys hated so much of the track > lines)......at VR benchmarks (that push the "game engine max FPS) at 50 to > 51 FPS. So, there's plenty of headroom in these level "race boxes" for > higher screen resolutions, you know? > > Also, if you could provide us with a way to tune up the controls and > steering for the "airplane"....that would be nice. It would be useful for > navigating VR track worlds when we start editing track textures. Please? I > know you guys had more accurate ways of flying around the VR > tracks......Dave B. said so, and he never lies!). > > Dave, maybe we can make Viper Racing into the racing sim you guys were > never allowed to make......by Sierra, just because they couldn't admit to > screwing up the licensing for all the other sports cars you guys had created > for Viper (although, that was not the name it was going to be released > as....with 8 sports cars like the Lambo, Pantera and others). To bad, it > would have kicked SCGT's butt all the way to Bangkok and back! Could you > maybe hack into Garcia's computer some night after work and dig out all > those physics codes for the other "VR" sports cars, and accidentally post > them on the Internet for a few hours? That would be helpful. > > Has anyone started a "VREA".....kind of like GPLEA? No? We need one. > Then maybe we could produce an SCGT-like sim with tons of road racing tracks > (real reproductions of the real road racing track greats around the world) > with the pretty awesome car physics of VR..........running some of those > "boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers) and we > could all get off Chris and Tony's back so they can take their time and > finish WSC the way the want to. > > Wouldn't that be cool. > > Regards, > > Tom > > PS: I will post the link to the VR GTS-R "race car" cockpit when its > done....here. > > PSS: I am just about done with the GPL Watkins "Fall Colors" track. I > know, I know....there's a whole bunch of them around the net......but I'd > already started doing this to "learn and test" the new high-res graphics > technique I discovered.....(with some help of M. Beran and a couple > others)....so I was going to see it through to the finish. I don't know if > its better than the other versions, that's not for me to judge. I do know, > there's not a single texture file in GPL Watkins that I've not totally > repainted and re-textured from scratch, in high-res 24 bit color. I've also > moved some TSO's and added some......and created a new "horizon" from > scratch (in car video of races at Watkins...that I have.....don't show any > surrounding "horizon" hills taller than your elevation on the WG track, > which I understand is on about the tallest hill in the area to start > with....perhaps that can be confirmed by someone who lives near WG ??? > .....that's why I created new horizon files from scratch. I also got a hold > of Speedvision's "History Of Formula One Racing in the US" containing video > footage from several years of the USGP at Watkins.....so the signs and > building colors and so forth are now fairly accurate, within the limitations > imposed by the GPL programming, and the interpretation of the faded colors > from the film age, and the conversion from film to digital video). It is so > cool that we can finally get rid of all those silly "comic book" colors in > GPL tracks.....and create WSC-track-like versions of them all! Plus, the > GPL editing community has some really talented graphics artists.....that > make me look like a charcoal-on-the-cement hack. Can't wait for those guys > to catch on to this new stuff! > > Sorry for the long post. > > > > > "Ruud van Gaal" <[email hidden]> wrote in message > news:[email hidden]... > > Hi, > > > > Not too long ago Dave Pollatsek put up a message here with a Viper > > Racing patch (1.2beta) which let it run on Win2K. > > The original link (http://mgiracing.com/viperpatch12beta.zip) says > > file not found. > > Does anybody have the file? Google only came up with 1.1 patches. :( > > > > Thanks, > > > > Ruud van Gaal > > Free car sim : http://www.marketgraph.nl/gallery/racer/ > > Pencil art : http://www.marketgraph.nl/gallery/ > >
On Fri, 12 Oct 2001 15:20:07 GMT, "Tom Pabst" <[email hidden]> wrote: Hi Tom, Thanks for all the info about Viper Racing. Seems almost like you still drive it every day. :) Anyway, a bit further you go on with: ... >Isn't it amazing what some people are doing to bide their time until WSC >comes out?... > Dave, maybe we can make Viper Racing into the racing sim you guys were >never allowed to make......by Sierra If Dave won't release the source code (not much chance with Sierra behind it), you might take a look at my pet project, Racer, at http://www.marketgraph.nl/gallery/racer/ It's intentions are something like GPL or WSC, and with a very open structure. Piece of cake to build new cars (but mind the physics!) and not too difficult to create new tracks, although ofcourse a master's hand makes for a master track. So physics are #1, graphics and multiplayer #2. Might fit your style. Forgive me for pushing my own sim :), but perhaps it has a brighter future in the long run. There's a forum at: http://dynamic2.gamespy.com/~hg/forums/forumdisplay.php?s=&forumid=38 if you want to read about it first. Cheers, Ruud van Gaal Free car sim : http://www.marketgraph.nl/gallery/racer/ Pencil art : http://www.marketgraph.nl/gallery/
[email hidden] (Tom Pabst) wrote in <HSDx7.6830$[email hidden]>: >There's a few other things you can do to VR to improve your enjoyment >running it: Wow! Thanks for all that Tom. I'm going to have to get back into Viper Racing. It is a great game, I enjoyed it as much as any. I agree with Mike, better online play and it would be right up there with GPL. -- Don Scurlock Vancouver,B.C. GPLRank -14.06 MonsterRank 103.47 Come see how you rank, at the GPLRank site http://gplrank.ringlord.com/
Thanks for all the info Tom! But I think what you're envisioning is already happening with MGI's Viper Racing successor, Nascar Heat. Different cars and series, each with appropriate physics parameters, new imported and scratch-built tracks, all with a solid online engine second only to GPL/N4's. Check it out if you haven't in a while. Did an offline WC race at Brno last night; Jure Zagornik's AI is great! SB "Tom Pabst" <[email hidden]> wrote... <lots of good snipped VR stuff>
Hey Guys.... Thanks for the compliments on providing the info....was just trying to help out since I'd just gone through all that stuff to put VR back on my "play" race box about two months ago. I drive it almost every day....when I need a break and just want to go fast and play with some of those Ramirez AI. (...lol...) Ruud: I promise to take a look at Racer. I downloaded it about a week ago (when you released the last version update). But, that kind of thing is my spare time work.....and I'm pushing to finish the GPL Watkins track....and I've promised the guys over at the VR sites a new cockpit for the GTS-R....that's my next graphics project. I do promise you, I will look at Racer and I'm encouraged by the compliments you have been getting for it. When I can get to that, if I can help out (even on an interim basis) with some graphic textures or whatever, I'd be glad to do it. Keep up the good work, I am following what you are doing and admire your tenacity. Steve: I'm aware that "Heat" is the next gen sim from VR. I have been watching what you guys are doing with it.....with some help from the good guys at MGI (unofficially) and some good leadership from John Bodin (a good guy). In fact, two weeks ago I asked Dave Henrie for the URL where I can get all the "patches" I need to bring Heat up to current status. I just haven't had time to do it yet, for the same reasons I haven't gotten to Racer yet. Maybe I can figure out how to work 8 days a week? Tom PS: I call this "work" with tongue in cheek. Its not really work as in "hard" or "not fun" .....etc. "Tom Pabst" <[email hidden]> wrote in message news:HSDx7.6830$[email hidden]...
Quoted text (21 lines)> Ruud.... > > The VR 1.2.1 beta patch allows much more than just allowing VR to run in > Win2K. > > It also allows more detailed (more polygon) cars and tracks (I think the > Win2K thing was kind of a "smokescreen" for that fact). It also > substantially improves the sound reproduction on many 3D sound cards. > > There's a few other things you can do to VR to improve your enjoyment > running it: > > **Viper Executable Switches: > Add "-nointro" and "-nocanary" allows VR to be launched without the CD > and bypasses the VR Intro Movie (launches you directly to the main UI > screen). The format is as follows: "C:\Sierra\Viper Racing\Viper > Racing.exe"[spc]-nocanary[spc]-nointro > > **Drive the Viper GTS-R in Quick Race Mode: > Download the Viper GTS-R patch and place it in the VR "Data" folder. > Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the
list > of available cars, and you'll be driving 760 hp, Dodge Viper (winged)GTS-R
Quoted text (10 lines)> race car in Quick Race Mode. (Note: You must select the Viper GT car each > time you enter VR, it will not remember that selection on subsequent > launches of the sim.) > > **Set AI Strength: > Of course, after selecting the Viper GTS-R race car above, you will be > stomping the AI cars into the ground on all race tracks. That will be fun > for a while, but soon prove boring, if you love racing. So, you can allow > all the VR AI drivers to race you with the Viper GTS-R "race car" as well, > by making the following changes in the VR "options.cfg" file found in the
VR
Quoted text (7 lines)> Config folder: > Using "notepad" or a suitable "text" editor - search the options.cfg > file for a line that reads as follows: > "opponent_strength = x" where x = either the value 1, 2, or 3 > (depending on how you have it selected in the UI screens for AI opponent > strength. If you change this number (x) to a "6" (numeric 6), then the AI > will now be driving winged Viper GTS-R race cars along with you....and
they
Quoted text (7 lines)> will be back to their old nasty, aggressive selves again! > > **Race Against Larger AI Fields: > Back to the VR "options.cfg" file again, search for the line that > says: > "ai_car_count = x" If you have selected the max number of > opponents from the standard UI race set up screen, this "x" will have a
"7" > in its place. Change the 7 to a 14 and you now have 14 of those nasty > "Ramirez and Sanchez" AI buggers to race against (also in GTS-R racecars). > Set the race realism to "simulation," put on full damage and run 20 lap > "long" races against 14 VR AI drivers running Viper GTS-R race cars and > you've just put yourself into major-league-challenge space again., interms > of being able to actually win races! You will have to carefully pick your > passing opportunities, run near perfect racing lines and plan a race > strategy that involves patience.....in order to beat these guys! Goodluck.
Quoted text (14 lines)> > **Turn On The VR Spotter Voice: > VR always had this option, but many did not use it. I am in the > process of creating new spotter voices that will be easier to hear and > understand. In the meantime, you can turn on the "stock" VR spotter voice > (which I believe I remember from my VR beta testing days to be none other > than, Mr. Dave P. himself. Dave is a little weak of voice, and lacks that > distinctive European accent (they don't have spotters in sports car racing > that have southern accents like N4) reminiscent of Mr. Bell or Mr. Daily. > But, he does an adequate job of telling you when you've cleared an > opponent's front fender(s).....so I always use him. > > **Other Cars VR Editing Tools: > For quite some time, VR has allowed "hacks" into the cars data
files > that allow importing of just about any car, race car, truck or vehicle you > can imagine....into VR in race-able form. Many of these cars are SCGT > conversions, some are 3D creations of note, with their own cockpits andrace > engine sounds and are quite remarkable. One of the best sources for VR > "hack" cars is at: > > http://rdvr.btwracing.com/ > > This site is run by a long-term VR user named "Iceman" who is a talented3D > car modeler and graphics artist. You can also find all kinds of VR hack > tools and utilities at his website. He's also a pretty likable guy whowill > help you learn to do VR editing if you want to have a go at that (forfun). > > I have recently (two weeks ago) acquired the tools necessary to create new > VR race car cockpits, 3D models and all.....from scratch. My first VR > cockpit project will be to produce the "racing cockpit" of the ALMS Viper > GTS-R race cars. I can handle all the graphics textures, I'm looking for > someone with 3D modeling tools (3ds max would be good) to "partner up"with
Quoted text (7 lines)> me for re-doing the VR cockpit 3D model. There's lots we can do and we > should certainly be able to approach N4 level for VR cockpits. > > Anyone wishing to assist in this project with the 3D modeling, please send > me an email at: [email hidden] > > At the same time, I will be re-doing all the VR engine sounds, although
the > stock engines for VR are pretty good if you know how to tweak your SBLive > sound card's "environmental sound effects" well enough. > > I believe Dave P. has recently released a rather esoteric "track editing" > tool for VR that requires you to think, sleep and eat....in hex. Ofcourse, > someone will figure out a nice little utility to make this bugger work > intuitively, and hopefully some of the talented GPL community trackeditors > can have a field day making new race tracks for Viper Racing (I think that > was Dave's plan in the first place). I am looking into purchasingMultiGen > with its Road Builder add-on......just to make tracks for VR! > > Isn't it amazing what some people are doing to bide their time until WSC > comes out? Well, heck. As soon as I'm done with creating new high-res > tracks for all my favorite GPL tracks (amazing what can be done to GPL > tracks when you run a 1.x GHz AMD platform with a GF3).....which is about30 > years worth of work I believe.....I can start in with doing the same for > VR...which is indeed, a worthy opponent to GPL's car physics model, in my > opinion. Not as good, but certainly engaging as a car racing sim....it > would be my vote for the #2 spot behind GPL for older racing sims (N4 isthe
Quoted text (16 lines)> best, IMHO). > > Appeal To Dave P. *********** > Can you give us VR "race.bin" that will allow running a higher > resolution than 1024? Or is it not that simple? If we need to edit the > textures, we'll do that too. I'm running VR currently on an AMD 1.4 GHz > (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3 > card......4xFsaa......with forced-4-anistropic filtering (which finally > fixed that screwing mip-mapping you guys hated so much of the track > lines)......at VR benchmarks (that push the "game engine max FPS) at 50 to > 51 FPS. So, there's plenty of headroom in these level "race boxes" for > higher screen resolutions, you know? > > Also, if you could provide us with a way to tune up the controls and > steering for the "airplane"....that would be nice. It would be useful for > navigating VR track worlds when we start editing track textures. Please?
I > know you guys had more accurate ways of flying around the VR > tracks......Dave B. said so, and he never lies!). > > Dave, maybe we can make Viper Racing into the racing sim you guys were > never allowed to make......by Sierra, just because they couldn't admit to > screwing up the licensing for all the other sports cars you guys hadcreated
Quoted text (9 lines)> for Viper (although, that was not the name it was going to be released > as....with 8 sports cars like the Lambo, Pantera and others). To bad, it > would have kicked SCGT's butt all the way to Bangkok and back! Could you > maybe hack into Garcia's computer some night after work and dig out all > those physics codes for the other "VR" sports cars, and accidentally post > them on the Internet for a few hours? That would be helpful. > > Has anyone started a "VREA".....kind of like GPLEA? No? We need one. > Then maybe we could produce an SCGT-like sim with tons of road racing
tracks > (real reproductions of the real road racing track greats around the world) > with the pretty awesome car physics of VR..........running some of those > "boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers) andwe
Quoted text (17 lines)> could all get off Chris and Tony's back so they can take their time and > finish WSC the way the want to. > > Wouldn't that be cool. > > Regards, > > Tom > > PS: I will post the link to the VR GTS-R "race car" cockpit when its > done....here. > > PSS: I am just about done with the GPL Watkins "Fall Colors" track. I > know, I know....there's a whole bunch of them around the net......but I'd > already started doing this to "learn and test" the new high-res graphics > technique I discovered.....(with some help of M. Beran and a couple > others)....so I was going to see it through to the finish. I don't know
if > its better than the other versions, that's not for me to judge. I doknow, > there's not a single texture file in GPL Watkins that I've not totally > repainted and re-textured from scratch, in high-res 24 bit color. I'vealso > moved some TSO's and added some......and created a new "horizon" from > scratch (in car video of races at Watkins...that I have.....don't show any > surrounding "horizon" hills taller than your elevation on the WG track, > which I understand is on about the tallest hill in the area to start > with....perhaps that can be confirmed by someone who lives near WG ??? > .....that's why I created new horizon files from scratch. I also got ahold > of Speedvision's "History Of Formula One Racing in the US" containingvideo > footage from several years of the USGP at Watkins.....so the signs and > building colors and so forth are now fairly accurate, within thelimitations > imposed by the GPL programming, and the interpretation of the faded colors > from the film age, and the conversion from film to digital video). It isso > cool that we can finally get rid of all those silly "comic book" colors in > GPL tracks.....and create WSC-track-like versions of them all! Plus, the > GPL editing community has some really talented graphics artists.....that > make me look like a charcoal-on-the-cement hack. Can't wait for thoseguys
Quoted text (24 lines)> to catch on to this new stuff! > > Sorry for the long post. > > > > > "Ruud van Gaal" <[email hidden]> wrote in message > news:[email hidden]... > > Hi, > > > > Not too long ago Dave Pollatsek put up a message here with a Viper > > Racing patch (1.2beta) which let it run on Win2K. > > The original link (http://mgiracing.com/viperpatch12beta.zip) says > > file not found. > > Does anybody have the file? Google only came up with 1.1 patches. :( > > > > Thanks, > > > > Ruud van Gaal > > Free car sim : http://www.marketgraph.nl/gallery/racer/ > > Pencil art : http://www.marketgraph.nl/gallery/ > >
I'm going to check that out... Man, you need to find somewhere besides FilePlanet for storage :) I absolutely despise this site and how it operates. -Larry "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> On Fri, 12 Oct 2001 15:20:07 GMT, "Tom Pabst" <[email hidden]> > wrote: > > Hi Tom, > > Thanks for all the info about Viper Racing. Seems almost like you > still drive it every day. :) > > Anyway, a bit further you go on with: > > ... > >Isn't it amazing what some people are doing to bide their time until WSC > >comes out? > ... > > Dave, maybe we can make Viper Racing into the racing sim you guys
were
Quoted text (25 lines)> >never allowed to make......by Sierra > > If Dave won't release the source code (not much chance with Sierra > behind it), you might take a look at my pet project, Racer, at > http://www.marketgraph.nl/gallery/racer/ > > It's intentions are something like GPL or WSC, and with a very open > structure. Piece of cake to build new cars (but mind the physics!) and > not too difficult to create new tracks, although ofcourse a master's > hand makes for a master track. > So physics are #1, graphics and multiplayer #2. Might fit your style. > > Forgive me for pushing my own sim :), but perhaps it has a brighter > future in the long run. > There's a forum at: > > http://dynamic2.gamespy.com/~hg/forums/forumdisplay.php?s=&forumid=38 > > if you want to read about it first. > > Cheers, > > Ruud van Gaal > Free car sim : http://www.marketgraph.nl/gallery/racer/ > Pencil art : http://www.marketgraph.nl/gallery/
Is it just me, or is Valdez the dirtiest bastaad that ever drove a race car? -Larry "Tom Pabst" <[email hidden]> wrote in message news:jYOx7.9742$[email hidden]... > Hey Guys.... > > Thanks for the compliments on providing the info....was just trying tohelp > out since I'd just gone through all that stuff to put VR back on my "play" > race box about two months ago. I drive it almost every day....when I needa > break and just want to go fast and play with some of those Ramirez AI. > (...lol...) > > Ruud: I promise to take a look at Racer. I downloaded it about a weekago > (when you released the last version update). But, that kind of thing ismy > spare time work.....and I'm pushing to finish the GPL Watkins track....and > I've promised the guys over at the VR sites a new cockpit for the > GTS-R....that's my next graphics project. I do promise you, I will lookat
Quoted text (8 lines)> Racer and I'm encouraged by the compliments you have been getting for it. > When I can get to that, if I can help out (even on an interim basis) with > some graphic textures or whatever, I'd be glad to do it. Keep up the good > work, I am following what you are doing and admire your tenacity. > > Steve: I'm aware that "Heat" is the next gen sim from VR. I have been > watching what you guys are doing with it.....with some help from the good > guys at MGI (unofficially) and some good leadership from John Bodin (a
good
Quoted text (30 lines)> guy). In fact, two weeks ago I asked Dave Henrie for the URL where I can > get all the "patches" I need to bring Heat up to current status. I just > haven't had time to do it yet, for the same reasons I haven't gotten to > Racer yet. > > Maybe I can figure out how to work 8 days a week? > > Tom > > PS: I call this "work" with tongue in cheek. Its not really work as in > "hard" or "not fun" .....etc. > > > > "Tom Pabst" <[email hidden]> wrote in message > news:HSDx7.6830$[email hidden]... > > Ruud.... > > > > The VR 1.2.1 beta patch allows much more than just allowing VR to run in > > Win2K. > > > > It also allows more detailed (more polygon) cars and tracks (I think the > > Win2K thing was kind of a "smokescreen" for that fact). It also > > substantially improves the sound reproduction on many 3D sound cards. > > > > There's a few other things you can do to VR to improve your enjoyment > > running it: > > > > **Viper Executable Switches: > > Add "-nointro" and "-nocanary" allows VR to be launched without the
CD
Quoted text (11 lines)> > and bypasses the VR Intro Movie (launches you directly to the main UI > > screen). The format is as follows: "C:\Sierra\Viper Racing\Viper > > Racing.exe"[spc]-nocanary[spc]-nointro > > > > **Drive the Viper GTS-R in Quick Race Mode: > > Download the Viper GTS-R patch and place it in the VR "Data" folder. > > Enter VR and go to the Options/Hacks tab, select the "ViperGT" from the > list > > of available cars, and you'll be driving 760 hp, Dodge Viper (winged) > GTS-R > > race car in Quick Race Mode. (Note: You must select the Viper GT car
each > > time you enter VR, it will not remember that selection on subsequent > > launches of the sim.) > > > > **Set AI Strength: > > Of course, after selecting the Viper GTS-R race car above, you willbe > > stomping the AI cars into the ground on all race tracks. That will befun > > for a while, but soon prove boring, if you love racing. So, you canallow > > all the VR AI drivers to race you with the Viper GTS-R "race car" aswell, > > by making the following changes in the VR "options.cfg" file found inthe > VR > > Config folder: > > Using "notepad" or a suitable "text" editor - search theoptions.cfg > > file for a line that reads as follows: > > "opponent_strength = x" where x = either the value 1, 2, or3 > > (depending on how you have it selected in the UI screens for AI opponent > > strength. If you change this number (x) to a "6" (numeric 6), then theAI > > will now be driving winged Viper GTS-R race cars along with you....and > they > > will be back to their old nasty, aggressive selves again! > > > > **Race Against Larger AI Fields: > > Back to the VR "options.cfg" file again, search for the linethat
Quoted text (12 lines)> > says: > > "ai_car_count = x" If you have selected the max number of > > opponents from the standard UI race set up screen, this "x" will have a > "7" > > in its place. Change the 7 to a 14 and you now have 14 of those nasty > > "Ramirez and Sanchez" AI buggers to race against (also in GTS-R race > cars). > > Set the race realism to "simulation," put on full damage and run 20 lap > > "long" races against 14 VR AI drivers running Viper GTS-R race cars and > > you've just put yourself into major-league-challenge space again., in > terms > > of being able to actually win races! You will have to carefully pick
your
Quoted text (8 lines)> > passing opportunities, run near perfect racing lines and plan a race > > strategy that involves patience.....in order to beat these guys! Good > luck. > > > > **Turn On The VR Spotter Voice: > > VR always had this option, but many did not use it. I am in the > > process of creating new spotter voices that will be easier to hear and > > understand. In the meantime, you can turn on the "stock" VR spotter
voice > > (which I believe I remember from my VR beta testing days to be noneother > > than, Mr. Dave P. himself. Dave is a little weak of voice, and lacksthat > > distinctive European accent (they don't have spotters in sports carracing > > that have southern accents like N4) reminiscent of Mr. Bell or Mr.Daily.
Quoted text (7 lines)> > But, he does an adequate job of telling you when you've cleared an > > opponent's front fender(s).....so I always use him. > > > > **Other Cars VR Editing Tools: > > For quite some time, VR has allowed "hacks" into the cars data > files > > that allow importing of just about any car, race car, truck or vehicle
you
Quoted text (17 lines)> > can imagine....into VR in race-able form. Many of these cars are SCGT > > conversions, some are 3D creations of note, with their own cockpits and > race > > engine sounds and are quite remarkable. One of the best sources for VR > > "hack" cars is at: > > > > http://rdvr.btwracing.com/ > > > > This site is run by a long-term VR user named "Iceman" who is a talented > 3D > > car modeler and graphics artist. You can also find all kinds of VR hack > > tools and utilities at his website. He's also a pretty likable guy who > will > > help you learn to do VR editing if you want to have a go at that (for > fun). > > > > I have recently (two weeks ago) acquired the tools necessary to create
new > > VR race car cockpits, 3D models and all.....from scratch. My first VR > > cockpit project will be to produce the "racing cockpit" of the ALMSViper > > GTS-R race cars. I can handle all the graphics textures, I'm lookingfor > > someone with 3D modeling tools (3ds max would be good) to "partner up" > with > > me for re-doing the VR cockpit 3D model. There's lots we can do and we > > should certainly be able to approach N4 level for VR cockpits. > > > > Anyone wishing to assist in this project with the 3D modeling, pleasesend > > me an email at: [email hidden] > > > > At the same time, I will be re-doing all the VR engine sounds, although > the > > stock engines for VR are pretty good if you know how to tweak yourSBLive > > sound card's "environmental sound effects" well enough. > > > > I believe Dave P. has recently released a rather esoteric "trackediting" > > tool for VR that requires you to think, sleep and eat....in hex. Of > course, > > someone will figure out a nice little utility to make this bugger work > > intuitively, and hopefully some of the talented GPL community track > editors > > can have a field day making new race tracks for Viper Racing (I thinkthat
Quoted text (8 lines)> > was Dave's plan in the first place). I am looking into purchasing > MultiGen > > with its Road Builder add-on......just to make tracks for VR! > > > > Isn't it amazing what some people are doing to bide their time until WSC > > comes out? Well, heck. As soon as I'm done with creating new high-res > > tracks for all my favorite GPL tracks (amazing what can be done to GPL > > tracks when you run a 1.x GHz AMD platform with a GF3).....which is
about > 30 > > years worth of work I believe.....I can start in with doing the same for > > VR...which is indeed, a worthy opponent to GPL's car physics model, inmy
Quoted text (13 lines)> > opinion. Not as good, but certainly engaging as a car racing sim....it > > would be my vote for the #2 spot behind GPL for older racing sims (N4 is > the > > best, IMHO). > > > > Appeal To Dave P. *********** > > Can you give us VR "race.bin" that will allow running a higher > > resolution than 1024? Or is it not that simple? If we need to edit the > > textures, we'll do that too. I'm running VR currently on an AMD 1.4 GHz > > (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3 > > card......4xFsaa......with forced-4-anistropic filtering (which finally > > fixed that screwing mip-mapping you guys hated so much of the track > > lines)......at VR benchmarks (that push the "game engine max FPS) at 50
to > > 51 FPS. So, there's plenty of headroom in these level "race boxes" for > > higher screen resolutions, you know? > > > > Also, if you could provide us with a way to tune up the controls and > > steering for the "airplane"....that would be nice. It would be usefulfor > > navigating VR track worlds when we start editing track textures.Please? > I > > know you guys had more accurate ways of flying around the VR > > tracks......Dave B. said so, and he never lies!). > > > > Dave, maybe we can make Viper Racing into the racing sim you guyswere > > never allowed to make......by Sierra, just because they couldn't admitto > > screwing up the licensing for all the other sports cars you guys had > created > > for Viper (although, that was not the name it was going to be released > > as....with 8 sports cars like the Lambo, Pantera and others). To bad,it > > would have kicked SCGT's butt all the way to Bangkok and back! Couldyou > > maybe hack into Garcia's computer some night after work and dig out all > > those physics codes for the other "VR" sports cars, and accidentallypost > > them on the Internet for a few hours? That would be helpful. > > > > Has anyone started a "VREA".....kind of like GPLEA? No? We needone. > > Then maybe we could produce an SCGT-like sim with tons of road racing > tracks > > (real reproductions of the real road racing track greats around theworld)
Quoted text (17 lines)> > with the pretty awesome car physics of VR..........running some of those > > "boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers) and > we > > could all get off Chris and Tony's back so they can take their time and > > finish WSC the way the want to. > > > > Wouldn't that be cool. > > > > Regards, > > > > Tom > > > > PS: I will post the link to the VR GTS-R "race car" cockpit when its > > done....here. > > > > PSS: I am just about done with the GPL Watkins "Fall Colors" track. I > > know, I know....there's a whole bunch of them around the net......but
I'd
Quoted text (11 lines)> > already started doing this to "learn and test" the new high-res graphics > > technique I discovered.....(with some help of M. Beran and a couple > > others)....so I was going to see it through to the finish. I don't know > if > > its better than the other versions, that's not for me to judge. I do > know, > > there's not a single texture file in GPL Watkins that I've not totally > > repainted and re-textured from scratch, in high-res 24 bit color. I've > also > > moved some TSO's and added some......and created a new "horizon" from > > scratch (in car video of races at Watkins...that I have.....don't show
any
Quoted text (11 lines)> > surrounding "horizon" hills taller than your elevation on the WG track, > > which I understand is on about the tallest hill in the area to start > > with....perhaps that can be confirmed by someone who lives near WG ??? > > .....that's why I created new horizon files from scratch. I also got a > hold > > of Speedvision's "History Of Formula One Racing in the US" containing > video > > footage from several years of the USGP at Watkins.....so the signs and > > building colors and so forth are now fairly accurate, within the > limitations > > imposed by the GPL programming, and the interpretation of the faded
colors > > from the film age, and the conversion from film to digital video). Itis > so > > cool that we can finally get rid of all those silly "comic book" colorsin > > GPL tracks.....and create WSC-track-like versions of them all! Plus,the
Quoted text (29 lines)> > GPL editing community has some really talented graphics artists.....that > > make me look like a charcoal-on-the-cement hack. Can't wait for those > guys > > to catch on to this new stuff! > > > > Sorry for the long post. > > > > > > > > > > "Ruud van Gaal" <[email hidden]> wrote in message > > news:[email hidden]... > > > Hi, > > > > > > Not too long ago Dave Pollatsek put up a message here with a Viper > > > Racing patch (1.2beta) which let it run on Win2K. > > > The original link (http://mgiracing.com/viperpatch12beta.zip) says > > > file not found. > > > Does anybody have the file? Google only came up with 1.1 patches. :( > > > > > > Thanks, > > > > > > Ruud van Gaal > > > Free car sim : http://www.marketgraph.nl/gallery/racer/ > > > Pencil art : http://www.marketgraph.nl/gallery/ > > > > > >
Valdez will punt you in the pits......(if there were any). If you've noticed, he'll also block your ass...big-time. Now how did they manage to get an AI driver with such a huge ATTITUDE? What really gets me, is he is usually that "pivotal" AI-driver you have to get passed.....with two laps to go - so you can start running down the leaders (maybe)! If there was a GPL-fist raise button in VR, I'd have worn the thing out on that buggar! Give him the GTS-R car though.....he deserves to race you hard anyway. Reminder: Running the VR tracks backwards is great fun......two of the tracks I believe are much better in reverse mode. Note On MP: I noticed several comments on the low quality of the MP play in VR. Well, I've never noticed it. But, I only run with a few guys at a time.....and a half-dozen or so AI cars (always include Valdez). If you want to get you and a friend or two......20 laps at the Desert track and 6 AI......tell me your bored and I'll tell you....that you don't like racing! It stiffens my crank every time I do it.......its way too much fun to have sim racing.....especially in the new GTS-R with 709 horses! Couple Notes On Track and Driving Hints: At the **Desert track**, I started running the hill climb in 4th instead of 3rd. Stay center or left of center track on the last right-hander and you'll avoid the bump that lifts the rears off the ground (thus losing valuable traction) that's on the inside of the turn. When you've got the car lined up for the exit (about half way up the last hill - after the last right hander), then shift to 3rd and go. I've dropped 3 secs off my lap times with this "cuteness".......I think I'm running like 152's there now in the GTS-R (solo). I still can't figure out how to run the corkscrew flat. Maybe I shouldn't even be trying? Also, on that big left-hander (decreasing radius turn) before you cross S/F for another lap....here's a technique I just started using that seems to take all the risk out of that turn.....without hurting my lap times: Coming down the hill, instead of shifting to 6th gear....make 5th gear just a skosh taller and stay in 5th all the way down (if you get your gearing right....it should only mean a brief 1 or 2 seconds of throttle breath), now you don't have to brake to turn in....just "lift" and turn in and nail the throttle right after you turn in. The weight shifts nicely to the nose of the Viper....and you'll fly through that turn with little chance of dropping a right-side wheel (which means of course, you'll bite a VR cactus...which is like biting a parked bulldozer....lol...). I don't even want to look at my speed over the S/F line now.....its too scary! Tom PS: Anybody who runs Viper with "pave the world" turned on........is a whimp and should go play with the girls down at the beauty shop! "Larry" <[email hidden]> wrote in message news:8MWx7.9843$[email hidden]... > Is it just me, or is Valdez the dirtiest bastaad that ever drove a racecar?
Quoted text (11 lines)> > -Larry > > > "Tom Pabst" <[email hidden]> wrote in message > news:jYOx7.9742$[email hidden]... > > Hey Guys.... > > > > Thanks for the compliments on providing the info....was just trying to > help > > out since I'd just gone through all that stuff to put VR back on my
"play" > > race box about two months ago. I drive it almost every day....when Ineed
Quoted text (9 lines)> a > > break and just want to go fast and play with some of those Ramirez AI. > > (...lol...) > > > > Ruud: I promise to take a look at Racer. I downloaded it about a week > ago > > (when you released the last version update). But, that kind of thing is > my > > spare time work.....and I'm pushing to finish the GPL Watkins
track....and > > I've promised the guys over at the VR sites a new cockpit for the > > GTS-R....that's my next graphics project. I do promise you, I will look > at > > Racer and I'm encouraged by the compliments you have been getting forit. > > When I can get to that, if I can help out (even on an interim basis)with > > some graphic textures or whatever, I'd be glad to do it. Keep up thegood > > work, I am following what you are doing and admire your tenacity. > > > > Steve: I'm aware that "Heat" is the next gen sim from VR. I have been > > watching what you guys are doing with it.....with some help from thegood > > guys at MGI (unofficially) and some good leadership from John Bodin (a > good > > guy). In fact, two weeks ago I asked Dave Henrie for the URL where Ican
Quoted text (18 lines)> > get all the "patches" I need to bring Heat up to current status. I just > > haven't had time to do it yet, for the same reasons I haven't gotten to > > Racer yet. > > > > Maybe I can figure out how to work 8 days a week? > > > > Tom > > > > PS: I call this "work" with tongue in cheek. Its not really work as in > > "hard" or "not fun" .....etc. > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:HSDx7.6830$[email hidden]... > > > Ruud.... > > > > > > The VR 1.2.1 beta patch allows much more than just allowing VR to run
in > > > Win2K. > > > > > > It also allows more detailed (more polygon) cars and tracks (I thinkthe
Quoted text (8 lines)> > > Win2K thing was kind of a "smokescreen" for that fact). It also > > > substantially improves the sound reproduction on many 3D sound cards. > > > > > > There's a few other things you can do to VR to improve your enjoyment > > > running it: > > > > > > **Viper Executable Switches: > > > Add "-nointro" and "-nocanary" allows VR to be launched without
the
Quoted text (7 lines)> CD > > > and bypasses the VR Intro Movie (launches you directly to the main UI > > > screen). The format is as follows: "C:\Sierra\Viper Racing\Viper > > > Racing.exe"[spc]-nocanary[spc]-nointro > > > > > > **Drive the Viper GTS-R in Quick Race Mode: > > > Download the Viper GTS-R patch and place it in the VR "Data"
folder. > > > Enter VR and go to the Options/Hacks tab, select the "ViperGT" fromthe
Quoted text (10 lines)> > list > > > of available cars, and you'll be driving 760 hp, Dodge Viper (winged) > > GTS-R > > > race car in Quick Race Mode. (Note: You must select the Viper GT car > each > > > time you enter VR, it will not remember that selection on subsequent > > > launches of the sim.) > > > > > > **Set AI Strength: > > > Of course, after selecting the Viper GTS-R race car above, you
will
Quoted text (15 lines)> be > > > stomping the AI cars into the ground on all race tracks. That will be > fun > > > for a while, but soon prove boring, if you love racing. So, you can > allow > > > all the VR AI drivers to race you with the Viper GTS-R "race car" as > well, > > > by making the following changes in the VR "options.cfg" file found in > the > > VR > > > Config folder: > > > Using "notepad" or a suitable "text" editor - search the > options.cfg > > > file for a line that reads as follows: > > > "opponent_strength = x" where x = either the value 1, 2,
or > 3 > > > (depending on how you have it selected in the UI screens for AIopponent > > > strength. If you change this number (x) to a "6" (numeric 6), thenthe
Quoted text (11 lines)> AI > > > will now be driving winged Viper GTS-R race cars along with you....and > > they > > > will be back to their old nasty, aggressive selves again! > > > > > > **Race Against Larger AI Fields: > > > Back to the VR "options.cfg" file again, search for the line > that > > > says: > > > "ai_car_count = x" If you have selected the max number of > > > opponents from the standard UI race set up screen, this "x" will have
a > > "7" > > > in its place. Change the 7 to a 14 and you now have 14 of those nasty > > > "Ramirez and Sanchez" AI buggers to race against (also in GTS-R race > > cars). > > > Set the race realism to "simulation," put on full damage and run 20lap > > > "long" races against 14 VR AI drivers running Viper GTS-R race carsand
Quoted text (10 lines)> > > you've just put yourself into major-league-challenge space again., in > > terms > > > of being able to actually win races! You will have to carefully pick > your > > > passing opportunities, run near perfect racing lines and plan a race > > > strategy that involves patience.....in order to beat these guys! Good > > luck. > > > > > > **Turn On The VR Spotter Voice: > > > VR always had this option, but many did not use it. I am in
the
Quoted text (21 lines)> > > process of creating new spotter voices that will be easier to hear and > > > understand. In the meantime, you can turn on the "stock" VR spotter > voice > > > (which I believe I remember from my VR beta testing days to be none > other > > > than, Mr. Dave P. himself. Dave is a little weak of voice, and lacks > that > > > distinctive European accent (they don't have spotters in sports car > racing > > > that have southern accents like N4) reminiscent of Mr. Bell or Mr. > Daily. > > > But, he does an adequate job of telling you when you've cleared an > > > opponent's front fender(s).....so I always use him. > > > > > > **Other Cars VR Editing Tools: > > > For quite some time, VR has allowed "hacks" into the cars data > > files > > > that allow importing of just about any car, race car, truck or vehicle > you > > > can imagine....into VR in race-able form. Many of these cars are SCGT > > > conversions, some are 3D creations of note, with their own cockpits
and > > race > > > engine sounds and are quite remarkable. One of the best sources forVR > > > "hack" cars is at: > > > > > > http://rdvr.btwracing.com/ > > > > > > This site is run by a long-term VR user named "Iceman" who is atalented > > 3D > > > car modeler and graphics artist. You can also find all kinds of VRhack > > > tools and utilities at his website. He's also a pretty likable guywho
Quoted text (14 lines)> > will > > > help you learn to do VR editing if you want to have a go at that (for > > fun). > > > > > > I have recently (two weeks ago) acquired the tools necessary to create > new > > > VR race car cockpits, 3D models and all.....from scratch. My first VR > > > cockpit project will be to produce the "racing cockpit" of the ALMS > Viper > > > GTS-R race cars. I can handle all the graphics textures, I'm looking > for > > > someone with 3D modeling tools (3ds max would be good) to "partner up" > > with > > > me for re-doing the VR cockpit 3D model. There's lots we can do and
we
Quoted text (7 lines)> > > should certainly be able to approach N4 level for VR cockpits. > > > > > > Anyone wishing to assist in this project with the 3D modeling, please > send > > > me an email at: [email hidden] > > > > > > At the same time, I will be re-doing all the VR engine sounds,
although
Quoted text (19 lines)> > the > > > stock engines for VR are pretty good if you know how to tweak your > SBLive > > > sound card's "environmental sound effects" well enough. > > > > > > I believe Dave P. has recently released a rather esoteric "track > editing" > > > tool for VR that requires you to think, sleep and eat....in hex. Of > > course, > > > someone will figure out a nice little utility to make this bugger work > > > intuitively, and hopefully some of the talented GPL community track > > editors > > > can have a field day making new race tracks for Viper Racing (I think > that > > > was Dave's plan in the first place). I am looking into purchasing > > MultiGen > > > with its Road Builder add-on......just to make tracks for VR! > > > > > > Isn't it amazing what some people are doing to bide their time until
WSC > > > comes out? Well, heck. As soon as I'm done with creating newhigh-res > > > tracks for all my favorite GPL tracks (amazing what can be done to GPL > > > tracks when you run a 1.x GHz AMD platform with a GF3).....which is > about > > 30 > > > years worth of work I believe.....I can start in with doing the samefor > > > VR...which is indeed, a worthy opponent to GPL's car physics model, in > my > > > opinion. Not as good, but certainly engaging as a car racingsim....it > > > would be my vote for the #2 spot behind GPL for older racing sims (N4is > > the > > > best, IMHO). > > > > > > Appeal To Dave P. *********** > > > Can you give us VR "race.bin" that will allow running a higher > > > resolution than 1024? Or is it not that simple? If we need to editthe > > > textures, we'll do that too. I'm running VR currently on an AMD 1.4GHz > > > (oc'd to 1.6) with 512 mb of PC2100 RAM, and an ASUS (or Hercules) GF3 > > > card......4xFsaa......with forced-4-anistropic filtering (whichfinally > > > fixed that screwing mip-mapping you guys hated so much of the track > > > lines)......at VR benchmarks (that push the "game engine max FPS) at50 > to > > > 51 FPS. So, there's plenty of headroom in these level "race boxes"for > > > higher screen resolutions, you know? > > > > > > Also, if you could provide us with a way to tune up the controlsand
Quoted text (20 lines)> > > steering for the "airplane"....that would be nice. It would be useful > for > > > navigating VR track worlds when we start editing track textures. > Please? > > I > > > know you guys had more accurate ways of flying around the VR > > > tracks......Dave B. said so, and he never lies!). > > > > > > Dave, maybe we can make Viper Racing into the racing sim you guys > were > > > never allowed to make......by Sierra, just because they couldn't admit > to > > > screwing up the licensing for all the other sports cars you guys had > > created > > > for Viper (although, that was not the name it was going to be released > > > as....with 8 sports cars like the Lambo, Pantera and others). To bad, > it > > > would have kicked SCGT's butt all the way to Bangkok and back! Could > you > > > maybe hack into Garcia's computer some night after work and dig out
all
Quoted text (11 lines)> > > those physics codes for the other "VR" sports cars, and accidentally > post > > > them on the Internet for a few hours? That would be helpful. > > > > > > Has anyone started a "VREA".....kind of like GPLEA? No? We need > one. > > > Then maybe we could produce an SCGT-like sim with tons of road racing > > tracks > > > (real reproductions of the real road racing track greats around the > world) > > > with the pretty awesome car physics of VR..........running some of
those > > > "boring-to-drive" race cars (like the ALMS LMP Audi's or V8 Beamers)and > > we > > > could all get off Chris and Tony's back so they can take their timeand
Quoted text (12 lines)> > > finish WSC the way the want to. > > > > > > Wouldn't that be cool. > > > > > > Regards, > > > > > > Tom > > > > > > PS: I will post the link to the VR GTS-R "race car" cockpit when its > > > done....here. > > > > > > PSS: I am just about done with the GPL Watkins "Fall Colors" track.
I > > > know, I know....there's a whole bunch of them around the net......but > I'd > > > already started doing this to "learn and test" the new high-resgraphics > > > technique I discovered.....(with some help of M. Beran and a couple > > > others)....so I was going to see it through to the finish. I don'tknow > > if > > > its better than the other versions, that's not for me to judge. I do > > know, > > > there's not a single texture file in GPL Watkins that I've not totally > > > repainted and re-textured from scratch, in high-res 24 bit color.I've > > also > > > moved some TSO's and added some......and created a new "horizon" from > > > scratch (in car video of races at Watkins...that I have.....don't show > any > > > surrounding "horizon" hills taller than your elevation on the WGtrack, > > > which I understand is on about the tallest hill in the area to start > > > with....perhaps that can be confirmed by someone who lives near WG ??? > > > .....that's why I created new horizon files from scratch. I also gota
Quoted text (12 lines)> > hold > > > of Speedvision's "History Of Formula One Racing in the US" containing > > video > > > footage from several years of the USGP at Watkins.....so the signs and > > > building colors and so forth are now fairly accurate, within the > > limitations > > > imposed by the GPL programming, and the interpretation of the faded > colors > > > from the film age, and the conversion from film to digital video). It > is > > so > > > cool that we can finally get rid of all those silly "comic book"
colors > in > > > GPL tracks.....and create WSC-track-like versions of them all! Plus, > the > > > GPL editing community has some really talented graphicsartists.....that
Quoted text (30 lines)> > > make me look like a charcoal-on-the-cement hack. Can't wait for those > > guys > > > to catch on to this new stuff! > > > > > > Sorry for the long post. > > > > > > > > > > > > > > > "Ruud van Gaal" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > Hi, > > > > > > > > Not too long ago Dave Pollatsek put up a message here with a Viper > > > > Racing patch (1.2beta) which let it run on Win2K. > > > > The original link (http://mgiracing.com/viperpatch12beta.zip) says > > > > file not found. > > > > Does anybody have the file? Google only came up with 1.1 patches. :( > > > > > > > > Thanks, > > > > > > > > Ruud van Gaal > > > > Free car sim : http://www.marketgraph.nl/gallery/racer/ > > > > Pencil art : http://www.marketgraph.nl/gallery/ > > > > > > > > > > > >
"Tom Pabst" wrote > "Tom Pabst" <[email hidden]> wrote in message > news:jYOx7.9742$[email hidden]... > > Hey Guys....<18k snipped> Hey Tom, Quoting your own verbosity is threatening the future of the Internet! (Keep posting, you're always good to read :) -- Tony Whitley signature deleted as a counterweight !
In article <DR_x7.11331$[email hidden]>, "Tom Pabst" <[email hidden]> writes: > >PS: Anybody who runs Viper with "pave the world" turned on........is a >whimp and should go play with the girls down at the beauty shop! > "Pave the World"? I don't remember even SEEING that option. 'Course, it's been a year or so since I last ran it... Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett F1 hcp. +16.36...Monster +360.54... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
On Sat, 13 Oct 2001 12:49:00 GMT, "Larry" <[email hidden]> wrote: >I'm going to check that out... > >Man, you need to find somewhere besides FilePlanet for storage :) I >absolutely despise this site and how it operates. Sorry about that, it indeed is a bit quirky. Try the racer.racesim.net official mirror; it has no banners and the download ready in a snap. I might put it up as the first download possibility to help reduce banner-scares next time. ;-) Ruud van Gaal Free car sim : http://www.marketgraph.nl/gallery/racer/ Pencil art : http://www.marketgraph.nl/gallery/

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy