Hi,
I downloaded the international patch to to see what was fixed when the
offical version is released later!
John
NASCAR� Racing 4 PATCH README
1.3.1.4
08/23/01
[ To read this file, select Edit/Word Wrap from the menu above ]
TABLE OF CONTENTS
[1] WHAT THE PATCH FIXES
[2] HOW TO INSTALL THE PATCH
[3] ADDITIONAL INFORMATION
[4] CONTACTING SIERRA
************************************
NOTE: The 1.3.x.x version of NASCAR� Racing 4 is not multiplayer compatible
with previously released versions. As a client you will only be able to
see and join 1.3.x.x servers, and similarly as a host only 1.3.x.x clients
will be able to see and join your server.
************************************
[1] WHAT THE PATCH FIXES
====================================
------------------------------------
1.3.1.4
------------------------------------
AI:
* AI will no longer panic and dive to the apron on race starts.
* Improved yellow flag pit strategy.
* Improved pacing behavior.
* Improved pitting behavior.
CAR SETUPS:
* Changed min/max camber settings to +/- 5.0�. Car setups with values
outside of this range will be clamped when loaded.
MULTIPLAYER:
* Multiplayer login is now allowed to continue if Message of the Day cannot
be accessed.
* The Message of the Day now has proxy support. Use the updated SierraUp
utility to set the values for your HTTP proxy.
* Players with "car_class" hacked .CAR files will no longer be able to
connect to multiplayer races.
* Clients will now always get proper weather settings when connecting to
server.
PITTING:
* Pit crew will no longer service car when player pits to serve multiple
stop and go penalties.
* The F9 box's repair option will reset to YES if car suffers additional
damage.
* Fixed a bug which could cause the tires and fuel can carried by the pit
crew to not be visible during pitstops at Watkins Glen.
PHYSICS:
* "Wallriding" penalty no longer applied after rubbing AI cars.
RACE CONTROL:
* Fixed a bug which prevented a black flag from being issued when speeding
through the pits on the last lap of qual or race sessions.
* Fixed a bug which could cause cars to be inserted into the caution line
in an incorrect order.
RENDERER:
* Fixed a bug which prevented the OpenGL renderer from working on boards
without multitexture support.
SPOTTER / CREW CHIEF:
* Made crew chief's fuel recommendations more conservative.
* Fixed a bug which could prevent low fuel warning messages in race
sessions.
USER INTERFACE:
* Fixed a bug where the game could crash if the delete key was pressed
while on the Sierra.com Available Races screen.
* Fixed a bug which could cause qualifying standings to be lost after
advancing to race session.
* Added off-line league support to exported standings (see 'Additional
Information' section below for details).
* Southeast wind direction can now be selected.
* Improved sorting of the available races table.
* The GDI renderer is now properly identified on the Options screen.
------------------------------------
1.1.1.0
------------------------------------
AI:
* Fixed bug which sometimes caused the pace car to appear on the outside
pole at the start of a race.
* Fixed bug which could cause some AI cars at Richmond to collide when
entering and exiting their pit stalls.
* AI cars will now obey the stop sign at the end of pit road.
* Pace car no longer takes an extra pace lap at Martinsville at the start
of the race. This was a problem only if the abbreviated pace lap was
selected.
* Adjusted AI speed at Dover to be more realistic.
* Fixed bug which caused AI to call for a tow during Practice/Warmup
sessions.
* AI who run out of fuel will now get out of the racing line when limping
back to the pits.
* AI who run out of fuel will be able to re-fire their engines after
receiving pit service.
* Fixed problems with AI pitting on Gilligan's Island at Sears Point.
* Fixed rogue pace car 'hot-lapping' around track.
* AI are now able to sort themselves into the proper pacing order more
quickly.
* Improved pacing and restart behavior.
* Improved accident avoidance behavior.
* Improved merge to pits behavior.
* Improved three wide passing behavior.
CAMERAS:
* Fixed a problem with one of the TV2 cameras at Darlington.
CAR SETUPS:
* Changed Daytona "Fast" setup to be easier to drive.
CHAMPIONSHIP SEASON:
* Fixed bug on Championship Season screen which caused a "Save Changes?"
box to appear even if no changes were made.
* Fixed bug which caused the polesitter from the first race of a
championship season to be given credit for the pole for all the remaining
races of that season.
CONTROLS
* Improved driving controls for keyboard and digital gamepad users.
MULTIPLAYER:
* Fixed bug in which clicking "Create New ID" (for Sierra.com) wouldn't
gray out the other fields on the pop-up box.
* Made rejection message (when trying to connect to a race in progress)
more descriptive.
* Made firewall message (when trying to host a race behind a shared
Internet connection) more descriptive.
* Players list on Sierra.com screen no longer scrolls uncontrollably.
* Changed chat colors to be consistent between in-car and out-of-car modes.
* Fixed bug which could cause systems with multiple TCP/IP devices to be
unable to connect to Sierra.com
* Fixed bug which prevented clients from joining Sierra.com races that were
hosted behind a router.
* Enlarged the size of the Sierra.com Profile box to prevent ratings
information from spilling off the side when pressing Shift+Ctrl
* Changed points thresholds for gaining/losing ratings levels on
Sierra.com. Also made incident points count as a global -3 per incident
regardless of level.
* It is now possible to set the wind speed for dedicated servers using the
command line.
* Fixed bug which prevented clients from receiving pit service after
reconnecting to a server.
* Added chat filter.
* Fixed a bug which could cause client's car to warp when sending a chat
message.
* Changed game to display Sierra.com User ID instead of player name.
* Added ability to disable display of client connection and disconnection
chat messages.
* In ratings enabled races, incidents will now be properly assessed when
yellow flags have been disabled.
* Fixed bug which could cause TCP/IP devices to be duplicated in the
Sierra.com dialog's "Connect Via" list.
* Clients now only need to meet the rating restrictions for the currently
loaded track.
* Fixed bug which could cause qualifying standings to be lost when the host
advanced to the Warmup session.
* If the Warmup time is set to zero, server will skip directly from
Qualifying to Race.
* The race over timeout can now be set using the auto_leave_timeout
setting.
* Added !show_password, !set_password, and !clear_password admin commands.
* Fixed the "2 minute" latency spike some users were experiencing during
Sierra.com races.
PAINT SHOP:
* Fixed bug which would cause the game to crash if the user dragged a
filled shape across the entire car template.
* Fixed bug which allowed activation of widgets "through" Paint Shop
options boxes; i.e. clicking on the Paint Shop option also triggered the
widget underneath it.
* Fixed bug which allowed italicized text falling outside the boundaries of
the text frame to be "cut off" when applied to the car.
* Fixed bug which caused strange behavior when using the "/" key in the
text tool.
* Added support for importing compressed .TGA files.
PHYSICS:
* Fixed bug which caused engine to stall with Automatic Clutch enabled.
* Changed oil cooling to decrease number of blown engines during 2nd lap of
qualifying.
* 'Wallriding' is no longer advantageous.
* Changed damage sensitivity and aerodynamic penalty.
PITTING:
* If towed to pits with "fatal" damage, crew no longer attempts to service
the car.
* If stopping in pit stall with "fatal" engine damage, the crew will no
longer attempt to fix it.
* Changed end of pit stop timing to correspond to jack man's signal.
Should make pit stops slightly faster on average.
* Fixed strange behavior exhibited by the animated pit crew if the player
saves a replay during servicing.
* Fixed bug which could cause the player to be permanently held in his pit
stall upon serving a penalty for entering the pits unsafely.
* Fixed bug which could cause the player to be incorrectly penalized for
entering the pits unsafely.
* Fixed bug which was causing player to be penalized for entering a closed
pit when being towed under a green flag to yellow flag transition.
* Fixed tow time calculation error which could cause tow times to be too
short.
RACE CONTROL:
* Fixed race control bug when determining whether or not a given car is on
the lead lap.
* Fixed bug which could cause car(s) to be penalized for passing the pace
car or passing under yellow during an abbreviated pace lap at Martinsville.
* Changed race control so that in the event a player both passes the pace
car AND passes under yellow, only the greater of the two penalties (in
terms of time) is assessed.
* Changed per-infraction premium for multiple penalties from 40 to 15
seconds.
RENDERER:
* It is now possible to launch a dedicated server minimized.
* Added GDI renderer for dedicated servers (no longer requires a D3D
capable card).
SPOTTER / CREW CHIEF:
* Added "Stay behind the leader of the other pacing line" message.
* Fixed erroneous "We're not on the lead lap - we can't pit this time by"
message for lead-lap cars pitting on the back pits at Bristol.
* Fixed erroneous "We're not on the lead lap - we can't pit this time by"
message for cars that were on the lead lap.
* Players are now more clearly informed that they have been sent to the end
of the longest line and where they need to be in the pacing order.
* Fixed a bug which could cause spotter to call out the checkered flag a
lap early for cars at the tail end of the lead lap.
* Fixed a bug which could cause incomplete messages on some sound cards.
USER INTERFACE:
* Fixed bug which sometimes caused the Player Records table to not scroll
properly.
* Added OK/Cancel buttons to Track Notes and Setup Notes boxes.
* Fixed bug which was causing some penalties to be excluded from penalty
summary on the exported standings report.
* Fixed bug which sometimes caused 44 cars to appear on the replay
standings display.
* Switching cars on the Player Info and Opponent Manager screens is now
much faster than before.
* Fixed bug which could cause penalties from a previous race to appear on
exported race standings report.
* Added car numbers to the replay's driver selection.
* Allowed the garage's track notes to be accessed during fixed setup races.
* Fixed bug in Opponent Manager which prompted to save driver after ratings
were viewed even if no changes were made.
[2] HOW TO INSTALL THE PATCH
====================================
1. Run the saved patch executable.
2. The patch should automatically detect your NASCAR� Racing 4 installation
directory and then begin the patching process.
* Note that if you have modified any of the game's files using 3rd party
utilities, it may be necessary to reinstall the game before the patch can
successfully complete its installation.
[3] ADDITIONAL INFORMATION
====================================
NO SOUND IN GAME
If you have no sound in game, it may be necessary to go to the Audio tab of
your Windows Multimedia Control Panel and select the proper playback
device. You may also want to disable the "Use only preferred devices"
option if it is currently enabled.
USING MICROSOFT GAME VOICE OR OTHER VOICE CHAT PROGRAMS
By default NASCAR� Racing 4 will run at highest priority. This is
perfectly fine for most users, if you experience problems trying to use
Microsoft's Game Voice or other similar voice chat programs you may need to
force NASCAR� Racing 4 to run at a lower priority by adding a "-kh0"
(that's dash K H Zero) command line parameter to the shortcut:
"C:\Papyrus\NASCAR Racing 4\NASCAR Racing 4.exe" -kh0
CONNECTING TO SIERRA.COM RACES
If you are receiving "Connection Time-Out" messages when attempting to
connect to Sierra.com multiplayer races or see no ping times displayed for
any of these races you may need to select a different TCP/IP device in the
"Connect Via:" drop-down list in the Sierra.com login box. Note that if
you have a dynamic IP address it may first be necessary to enable the "Find
Network Addresses Another Way" option using the CONFIGURE button at the
bottom of the main multiplayer screen before the proper TCP/IP device will
be listed.
DISABLING USER CONNECTION AND DISCONNECTION MESSAGES
By default in multiplayer races you will receive chat messages when other
players connect and disconnect. These messages can be distracting to some
users, so it is now possible to disable them by editing the following line
in your PLAYER.INI (located in your Players\Player__Name directory),
changing the 1 to a 0:
[Misc]
showJoinLeave=1
SERVER RACE OVER TIMER
After the checkered flag, the race will wait for three minutes before
advancing to the next track the loop or returning to the setup screen.
This allows players to chat after the race or to save the replay. If you
wish to change this amount of time you may edit the auto_leave_timeout line
the [SERVER] section of the PLAYER.INI (note that this value is seconds).
ADDING AI OPPONENTS TO A MULTIPLAYER RACE
You may only have up to 42 connections to a multiplayer server for both
human and AI opponents. In order to allow the addition of AI opponents to
the server, you must first reduce the number of allowed TCP/IP or IPX
connections to less than 42 human opponents. Once this is done you will be
able to fill out the field with AI opponents.
ADDITIONAL REMOTE SERVER ADMINISTRATION COMMANDS
Server administrators now have several additional chat commands which they
may use to control their server:
!do_not_auto_start_next_race - Temporarily overrides a server running a
series of looped races allowing you to exit back to the track setup screen
and select a new track and/or race options (note that the server will
resume the previous loop at the completion of the race using the newly
selected race options).
!show_password - Returns the server's current access and boss passwords.
!set_password - Used to change the server's current access and/or boss
passwords. For example, the chat command "!set_password
new_access_pwd/new_boss_pwd" would change the access password for clients
to be "new_access_pwd" and the boss password would be changed to
"new_boss_pwd". This has no affect on clients and bosses currently
connected to the server, but if they were to disconnect and reconnect they
would need to know the updated password(s).
!clear_password - Removes the server's current access and boss passwords.
!shutdown -Shuts down the server.
!list_commands - Returns a complete list of administration commands.
SIERRA.COM RATINGS SYSTEM
Note that although we currently have no plans to change any of this, it is
all subject to change without notice.
Higher ratings are better. 10 is the highest rating, and 0 is the lowest.
When you create a new Sierra.com user ID, the ratings for that ID will all
be 0.
Your current ratings appear in the "RATINGS" box on the "Available Races"
multiplayer screen.
You have separate ratings for each of four track types.
RC = road course (Watkins Glen and Sears Point)
ST = short track (Bristol, Martinsville and Richmond)
SS = super speedway (Daytona and Talladega)
SW = speedway (currently, all other tracks)
A race server will update the ratings database if all of the following
conditions are met:
- The race has rating restrictions in effect for the track type being
run.
- At least four players started the race (this does not include AI
drivers).
- The race winner completes enough laps to account for at least 10
minutes of racing at a "normal" lap speed at this track. Generally, 10%
races will qualify.
Once the race is complete, each driver that started the race will be
assigned points for this race as follows:
- You gain points for each driver you finish ahead of. You gain more
points if your current rating is lower than the other driver, and fewer
points if your rating is higher than the other driver (within limits). For
example if your rating is a 3, and you finish ahead of a driver with a
rating of 5, you gain more points for beating them than they would gain if
they beat you:
* Finish ahead of a driver 2 or more skill levels higher: +5 points
each
* Finish ahead of a driver 1 skill level higher: +4
* Finish ahead of a driver of the same skill level: +3
* Finish ahead of a driver 1 skill level lower: +2
* Finish ahead of a driver 2 skill levels lower: +1
* Finish ahead of a driver 3 or more skill levels lower: 0
- You lose points for each driver you finish behind. You lose more
points if your current rating is higher than the other driver, and fewer
points if your rating is lower than the other driver (within limits):
* Finish behind a driver 3 or more skill levels higher: 0
* Finish behind a driver 2 skill levels higher: -1
* Finish behind a driver 1 skill level higher: -2
* Finish behind a driver of the same skill level: -3
* Finish behind a driver 1 skill level lower: -4
* Finish behind a driver 2 or more skill levels lower: -5
- In addition, there is a 3-point penalty for being involved in an
"incident". An incident is defined as an event that either triggers the
yellow flag or would have triggered the yellow flag had cautions been
enabled. It is possible to be given multiple incident penalties in a race.
Incident points are assigned without regard to who instigates an incident,
and who is a victim. Being a victim is simply a part of racing. Drivers
that keep their eyes high, their tempers cool, and use their heads are much
less likely to become victims.
Note that this (generally) means that drivers that finished well will
receive positive point totals, and drivers that finished farther back in
the pack will receive negative point totals.
We then look at your points total for this race and your previous 9 races
at this type of track(*). Your lowest 2 point total races are dropped, and
the point totals from the remaining 8 races are averaged.
If the average is greater than some limit (a positive number), your rating
for this type of track is increased by 1, and your race point total history
for this type of track is reset to 0. The limit point at which your rating
will increase gets higher as your rating gets higher, making it harder to
increase your rating as your rating increases. That is, it's much easier
to go from a 0 rating to a 1 rating than it is to go from a 9 to a 10.
Average Points Needed to Advance a Skill Level:
SKILL LEVEL: 0-2 3-4 5-6 7-8 9
AVERAGE POINTS: 6 15 24 33 45
If the average is less than some limit (a negative number), your rating for
this type of track is decreased by 1, and your race point total history for
this type of track is reset to 0. The limit point at which your rating
will decrease gets smaller (in magnitude, but numerically higher since it's
a negative number) as your rating gets higher, making it easier to lose a
rating level as your rating increases. That is, it's much easier to drop
from a 10 to a 9 than it is to drop from a 1 to a 0.
Average Points Needed to Drop a Skill Level:
SKILL LEVEL: 1-2 3-4 5-6 7-8 9-10
AVERAGE POINTS: -45 -33 -24 -15 -6
Something you would do well to note:
- Provided all the conditions above are met, your rating will be
updated even if you don't finish the race! If you get caught up in some
turn one shenanigans and quit the race in frustration, your rating will
suffer the consequences. If you care about your rating, you have a couple
options:
(a) check out the competition during practice and warmup. If it seems
like there are a lot of yahoos out there, disconnect from the server and go
find another race. If you don't get into your car during the race session,
your rating won't be updated.
(b) Take it easy on the first lap! If you drive aggressively into turn
one and leave yourself no margin for error (yours or someone elses), you
are much more likely to come out a loser than a hero.
(c) If you do get taken out early in the race, keep driving! You
probably won't win the race, but many people will ignore this advice and
just quit (you know the type - incidents are ALWAYS someone elses fault,
and they constantly spew profanity). Finish the race and drive their
rating down!
(*) You can view your points histories by clicking on your own Sierra.com
ID in the "PLAYERS", "INVITE" or "MUZZLE" lists, hitting the "P" (profile)
button, and then holding down the left-shift and left-control keys while
the PROFILE dialog box is displayed. The number between () is your current
rating at the track type, and the numbers between [] are your point totals
for your last 9 races. The other numbers are RR=races run, RC=races
completed, LA=laps available in those races, LC=laps completed, and
IC=incident count. Your LPI (laps per incident) rating is LC divided by
IC.
ADDITIONAL MULTIPLAYER FROM BEHIND A ROUTER OR FIREWALL NOTES
If you have a router or firewall and would like to allow multiple users on
your LAN to connect to the same multiplayer server, you will need to have
each of the clients behind the router use a different net_server_port in
their CORE.INI files (one client would make no changes and use the default
port, while each of the others would need to specify a unique
net_server_port).
Additionally if you are hosting a server from behind the router by
forwarding the default UDP port range to the LAN IP of the server, no
clients on your LAN will be able to connect to multiplayer races since all
of the incoming packets would be forwarded to your server. If you want to
allow these clients to connect to races while your server is running, it
would be necessary to forward and configure the server to use a non-
standard UDP port range (see README.TXT for details).
OFF-LINE LEAGUE SUPPORT IN EXPORTED STANDINGS
NASCAR� Racing 4 now includes much of the information that N2/N3 generated
that is used by off-line league administrators to verify that league
members are not cheating. To include this information in NASCAR� Racing
4's exported standings files, enable a flag in PLAYER.INI...
[Misc]
off_line_league_info=0 ; Export extra info?
Changing this to 1 will cause the additional information to be included in
the exported standings. The following additional information will be
exported...
(a) There will be an additional column, titled "TAG", for each driver in
the race standings. This tag is computed from the .CAR file used by that
driver, and will change if that car is changed. When a league member
submits exported standings, the TAG value for all of the drivers should
match the TAG value for the 'approved' .CAR files.
(b) The AI Strength setting is now exported.
(c) The number, type and length of the weekend's sessions are exported.
For example, "2Q1LR50L" means the weekend had 2 sessions; Qualify for 1
Lap, then Race for 50 Laps.
(d) The options for the weekend are exported. This will be a string of
characters with one character for each of the following options:
0/2/3 - Damage model (0=None, 2=Moderate, 3=Realistic)
Y/- - Yellow flags enabled/disabled
F/- - Fixed setup enabled/disabled
A/- - Driving model (A=Arcade, -=Simulation)
I/- - AI used? (I=yes, -=no)
D/- - Double file restarts enabled? (D=yes, -=no)
C/- - Cockpit view forced? (C=yes, -=no)
S/- - Smoke display forced? (S=yes, -=no)
M/- - Mechanical player breakdowns? (M=yes, -=no)
L/- - Full pace lap enabled? (F=yes, -=no)
W/- - Realistic weather enabled? (W=yes, -=no)
So, for example, "0Y-AID--M-W" means "damage model is set to None, yellow
flags are enabled, fixed setup is disabled, the driving model is Arcade, AI
are included, Double file restarts are enabled, cockpit view is not forced,
player Mechanical failures are enabled, shortened pace lap is selected,
realistic Weather is enabled".
Note that not all of these options are applicable to single-player races.
(e) A signature value that is computed from the track geometry and the
TRACK.INI file. If the league member has altered the track geometry, or
has altered the TRACK.INI, this value will be different.
Additionally, a utility program is included that allows a league
administrator to verify that the exported standings file has not been
edited. Place this program (PAPYVAILDATE.EXE) in a directory in your path,
or copy it into the directory that contains the exported standings files
you wish to verify. Run the program, giving it a command line parameter
telling it what files should be validated. For example:
C:\Papyrus\NASCAR Racing 4\exports> papyvalidate *.html
<test11.html> valid.
<test12.html> valid.
<test13.html> Invalid. File has been modified.
<test14.html> valid.
[4] CONTACTING SIERRA
=======================
A) Customer Service, Support, and Sales
B) Technical Support
C) Legal Information
A) Customer Service, Support, and Sales
----------------------------------
United States
U.S.A. Sales Phone: (800) 757-7707
Hours: 24 hours a day, 7 days a week
International Sales: (425) 746-5771
Hours: Monday-Friday 8 AM to 4 PM PST
FAX: (916) 939-1010
Sierra Direct
P O Box 629001
El Dorado Hills, CA 95762-9972
Email: [email hidden]
http://www.sierra.com
United Kingdom
Vivendi Universal Interactive Publishing UK Ltd.
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
Disk/CD replacements in the U.K. are �6.00, or �7.00 outside the UK. Add
"ATTN.: Returns."
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
France
Vivendi Universal Interactive Publishing France
32, Av de l'Europe
B�t Energy 1 (2e �tage)
78 140 VELIZY-Villacoubaly
France
T�l�phone: 01-30-67-90-50
Lundi au Jeudi de 10h � 19h
Vendredi de 10h � 18h
Fax: 01-30-67-90-65
Germany
Vivendi Universal Interactive Publishing Deutschland Gmbh.
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10h - 19Uhr
Fax: (0) 6103-99-40-35
Paul-Ehrlich-Stra�e la
63225 Langen
Deutschland
On-Line Sales
CompuServe United Kingdom:GO UKSIERRA
CompuServe France: GO FRSIERRA
Internet USA: http://www.sierra.com
Internet United Kingdom: http://www.sierra-online.co.uk
Internet France: http://www.sierra.fr
Internet Germany: http://www.sierra.de
Disk and or Manual Replacement:
Product Returns*:
Vivendi Universal Interactive Publishing International
Sierra On-Line Returns
4247 S. Minnewawa Ave.
Fresno, CA 93725
Vivendi Universal Interactive Publishing International
Sierra On-Line CD/Doco Replacement
4247 S. Minnewawa Ave.
Fresno, CA 93725
NOTE: To replace your cd(s) please send only the damaged cd and copy of
your dated Receipt, if less then 90 days. After 90 days please include a
$10.00 handling fee along with the cd(s). For Documentation replacement,
please include a $5.00 handling fee and a photocopy ONLY of either your
disk or cd. Payment should be made at the time of your request. Sorry, no
credit cards.
* Returns to this address valid in North America only.
B) TECHNICAL SUPPORT
-------------------------
North America
Sierra On-Line offers a 24-hour automated technical support line with
recorded answers to the most frequently asked technical questions. To
access this service, call (425) 644-4343, and follow the recorded
instructions to find your specific topic and resolve the issue. If this
fails to solve your problem, you may still write, or fax us with your
questions, or contact us via our Web site.
Sierra On-Line
Technical Support
P.O. Box 85006
Bellevue, WA 98015-8506
Main: (425) 644-4343
Monday-Friday, 8:00 a.m.- 4:45 p.m. PST
Fax: (425) 644-7697
http://www.sierra.com
[email hidden]
United Kingdom
Vivendi Universal Interactive Publishing UK Ltd. offers a 24-hour Automated
Technical Support line with recorded answers to the most frequently asked
technical questions. To access this service, call (0118) 920-9111, and
follow the recorded instructions to find your specific topic and resolve
the issue. If this fails to solve your problem, you may still write, or fax
us with your questions or contact us via our Internet or CompuServe sites.
Vivendi Universal Interactive Publishing UK Ltd.
2 Beacontree Plaza,
Gillette Way,
Reading, Berkshire
RG2 0BS United Kingdom
Main: (0118) 920-9111
Monday-Friday, 9:00 a.m. - 5:00 p.m.
Fax: (0118) 987-5603
http://www.sierra-online.co.uk
France
Vivendi Universal Interactive Publishing France
32, Av de l'Europe
B�t Energy 1 (2e �tage)
78 140 VELIZY-Villacoublay
France
T�l�phone: 01-30-67-90-50
Lundi au Jeudi de 10h � 19h
Vendredi de 10h � 18h
Fax: 01 30 67 90 65
http://www.sierra.fr
Germany
Vivendi Universal Interactive Publishing Deutschland Gmbh.
Technischer Kundendienst
Paul-Ehrlich-Stra�e la
63225 Langen
Deutschland
Tel: (0) 6103-99-40-40
Montag bis Freitag von 10 - 19Uhr
Fax: (0) 6103-99-40-35
Mailbox: (0) 6103-99-40-35
http://www.sierra.de
Spain
Vivendi Universal Interactive Publishing Espa�a
NUESTRA SE�ORA DE VALVERDE N� 23
28034 MADRID
Spain
Tech Support Tel�fono: 91 735 24 37
Soporte t�cnico de lunes a Viernes
de 09:30 a 15:00 y de 16:00 a 18:30
www.havasinteractive.es
Soporte Tecnico: [email hidden]
Comercial: [email hidden]
Italy
Vivendi Universal Interactive Publishing Italia spa
Contattare il vostro distributore.
C) Sierra Warranty & Legal Information
-----------------------------------
You are entitled to use this product for your own use, but may not copy,
reproduce, translate, publicly perform, display, or reduce to any
electronic medium or machine- readable form, reproductions of the software
or manual to other parties in any way, nor sell, rent or lease the product
to others without prior written permission of Sierra. You may use one copy
of the product on a single computer. YOU MAY NOT NETWORK THE PRODUCT OR
OTHERWISE INSTALL IT OR USE IT ON MORE THAN ONE COMPUTER AT THE SAME TIME.
UNAUTHORIZED REPRESENTATIONS: SIERRA WARRANTS ONLY THAT THE PROGRAM WILL
PERFORM AS DESCRIBED IN THE USER DOCUMENTATION. NO OTHER ADVERTISING,
DESCRIPTION, OR REPRESENTATION, WHETHER MADE BY A SIERRA DEALER,
DISTRIBUTOR, AGENT, OR EMPLOYEE, SHALL BE BINDING UPON SIERRA OR SHALL
CHANGE THE TERMS OF THIS WARRANTY.
IMPLIED WARRANTIES LIMITED: EXCEPT AS STATED ABOVE, SIERRA MAKES NO
WARRANTY, EXPRESS OR IMPLIED, REGARDING THIS PRODUCT. SIERRA DISCLAIMS ANY
WARRANTY THAT THE SOFTWARE IS FIT FOR A PARTICULAR PURPOSE, AND ANY IMPLIED
WARRANTY OF MERCHANTABILITY SHALL BE LIMITED TO THE NINETY (90) DAY
DURATION OF THIS LIMITED EXPRESS WARRANTY AND IS OTHERWISE EXPRESSLY AND
SPECIFICALLY DISCLAIMED. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG
AN IMPLIED WARRANTY LASTS, SO THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
NO CONSEQUENTIAL DAMAGES: SIERRA SHALL NOT BE LIABLE FOR SPECIAL,
INCIDENTAL, CONSEQUENTIAL OR OTHER DAMAGES, EVEN IF SIERRA IS ADVISED OF OR
AWARE OF THE POSSIBILITY OF SUCH DAMAGES. THIS MEANS THAT SIERRA SHALL NOT
BE RESPONSIBLE OR LIABLE FOR LOST PROFITS OR REVENUES, OR FOR DAMAGES OR
COSTS INCURRED AS A RESULT OF LOSS OF TIME, DATA OR USE OF THE SOFTWARE, OR
FROM ANY OTHER CAUSE EXCEPT THE ACTUAL COST OF THE PRODUCT. IN NO EVENT
SHALL SIERRA'S LIABILITY EXCEED THE PURCHASE PRICE OF THIS PRODUCT. SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF INCIDENTAL OR
CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY
TO YOU.
Copyright (2001 Sierra On-Line, Inc.)
On Sat, 01 Sep 2001 18:13:16 GMT, [email hidden] (John
Courtney) wrote:
<snip>
>* Improved accident avoidance behavior.
>
I hope that the AI in the new patch will sometimes cause a yellow.
With the latest patch every pit stop is a green flag pitstop unless I
am the one that causes the yellow. The AI NEVER wreck themselves,
unless it is in the pits, or trying to get to pit road under green.
The way I see it this is what needs improvement with regards to
accidents in the AI.
AI needs to cause yellows under normal race conditions away from the
player. Currently they never wreck themselves.
AI needs to not cause accidents in the pits or when entering or
exiting pit road with the high frequency that they do now.
AI needs to not cause a 43 car pile-up when there is an accident by
staying full on the throttle and just diving into the pile.
A lot of people complain that the AI wrecks them. While I do
occasionally get spun out by the AI, more often than not, it is my
fault. I hope the AI still DOES wreck me occasionally, since this is
realistically what happens in real races.
I don't know if this falls under this catagory, but when I get spun
out, or hit the wall I would like a yellow to come out. The yellow
does not always come out when there is a clear caution condition.
Brian
Brian Oster Remove NOSPAM from my email to reply.
Quoted text (10 lines)
>Hi, > I downloaded the international patch to to see what was fixed when the >offical version is released later! > >John > >NASCAR� Racing 4 PATCH README >1.3.1.4 >08/23/01 >In article <[email hidden]>, [email hidden]
(Brian Oster) writes:
>I don't know if this falls under this catagory, but when I get spun
>out, or hit the wall I would like a yellow to come out. The yellow
>does not always come out when there is a clear caution condition.
In real NASCAR, the yellow doesn't always come out for a spin or someone
brushing the wall. It depends on the severity of the incident.
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 06 Sep 2001 04:58:40 GMT, [email hidden] (EldredP) wrote:
True, but there are several times where I have been punted by an AI
car (which by the way is fine by me since I see it all the time in
real races) and hit the wall pretty hard, and was spun around sitting
sideways at the bottom of the track and it stayed green, and the whole
field just passed me by. I realize that this is probably one of the
harder things to program into the AI since it is such a judgement
call. Tweak it just a little to tight and the computer will be
throwing the yellow every time someone gets loose in a turn. I can
live with it the way it is, but if they could make it a little more
realistic, that would be great.
Brian Oster Remove NOSPAM from my email to reply.


































