Hey Guys, I would like some help on a few things in NR2003 that I can't
figure out:
1) What do GNS, Cup Damage do? Do they have their own physics?
2) What is the difference in Arcade mode to Sim mode?
3) Does the game have a proper "Shift-R" like in GPL?
4) When I enable adaptive speed control, and start from the back, do they go
really slow until I pass them all?
What I mean is, Do the AI work better with it off or on?
5) Where can I get some really good base setups for PWF/TPTCC?
Thanks for your time :-)
--
- RubberGoat - gummiged
"Gentlemen, you can't fight in here! This is the War Room!"
- Dr. Strangelove
"Don't take this the wrong way, but genetically you're a Cul-De-Sac"
- Bernard Black to Manny, (Black Books)
1. Typical damage model, bent metal, broken wheels, blown engines.
There is a patch by PWF that "adds" to the visual damage, such as caved
in door panels. Each model "drives" a little different, if that is what
you mean by their own physics.
2. Arcade is easier to drive, less accurate and more forgiving.
3. No shift r function.
4. They seem to drive a baseline speed and then depending on how you
drive, they adjust from there. I personally, prefer the setting that
adjusts AFTER the race (can't recall the actual term in the game for
it). I can run a series of races at a track that I am weaker at and the
game constantly adjusts the AI % over time. After about 10 10% races, I
usually kick it up a click above the generated % and use that until I
improve again.
5. www.setup-guru.com
RubberGoat wrote:
> Hey Guys, I would like some help on a few things in NR2003 that Ican't
> figure out:
>
> 1) What do GNS, Cup Damage do? Do they have their own physics?
> 2) What is the difference in Arcade mode to Sim mode?
> 3) Does the game have a proper "Shift-R" like in GPL?
> 4) When I enable adaptive speed control, and start from the back, dothey go
Quoted text (14 lines)
> really slow until I pass them all? > What I mean is, Do the AI work better with it off or on? > 5) Where can I get some really good base setups for PWF/TPTCC? > > Thanks for your time :-) > > -- > - RubberGoat - gummiged > > "Gentlemen, you can't fight in here! This is the War Room!" > - Dr. Strangelove > > "Don't take this the wrong way, but genetically you're a Cul-De-Sac" > - Bernard Black to Manny, (Black Books)I think I can help with a couple of your questions:
Sim vs Arcade-In Sim mode your car set up dtermines how the car
acts....in Arcade you are driving a basic pre set car set up.
Adaptive Speed-the cars don't go slow until you pass them, but they do
seem to let you catch up. I use it and often I can pass the pack but
not the lead 1 or 2 cars...and sometimes I can. What they do is adapt
to your speed to some extent. I have found that even with Adaptive,
the "AI percentage" you set makes a big difference.
Hope this helps. Based on my observations, so if I am in error,
someone will I am sure--correct me.
Thanks for your help guys :-)
--
- RubberGoat - gummiged
"Gentlemen, you can't fight in here! This is the War Room!"
- Dr. Strangelove
"Don't take this the wrong way, but genetically you're a Cul-De-Sac"
- Bernard Black to Manny, (Black Books)
"RubberGoat" <rubbergoat* NO SPAM [email hidden]> wrote in message
news:VmJ6e.18049$[email hidden]...
> Hey Guys, I would like some help on a few things in NR2003 that I can't
> figure out:
>
> 1) What do GNS, Cup Damage do? Do they have their own physics?
> 2) What is the difference in Arcade mode to Sim mode?
> 3) Does the game have a proper "Shift-R" like in GPL?
> 4) When I enable adaptive speed control, and start from the back, do they
> go really slow until I pass them all?
> What I mean is, Do the AI work better with it off or on?
> 5) Where can I get some really good base setups for PWF/TPTCC?
>
> Thanks for your time :-)
>
> --
> - RubberGoat - gummiged
>
> "Gentlemen, you can't fight in here! This is the War Room!"
> - Dr. Strangelove
>
> "Don't take this the wrong way, but genetically you're a Cul-De-Sac"
> - Bernard Black to Manny, (Black Books)
>
"RubberGoat" <rubbergoat* NO SPAM [email hidden]> wrote in message
news:VmJ6e.18049$[email hidden]...
#3 Shift-R in N2003 will put the car back in the pit stall, with no damage
and new tires, which differs a little from the GPL Shift-R which put you
back on the track roughly where you went off.
Ed
Quoted text (22 lines)
> Hey Guys, I would like some help on a few things in NR2003 that I can't > figure out: > > 1) What do GNS, Cup Damage do? Do they have their own physics? > 2) What is the difference in Arcade mode to Sim mode? > 3) Does the game have a proper "Shift-R" like in GPL? > 4) When I enable adaptive speed control, and start from the back, do they > go really slow until I pass them all? > What I mean is, Do the AI work better with it off or on? > 5) Where can I get some really good base setups for PWF/TPTCC? > > Thanks for your time :-) > > -- > - RubberGoat - gummiged > > "Gentlemen, you can't fight in here! This is the War Room!" > - Dr. Strangelove > > "Don't take this the wrong way, but genetically you're a Cul-De-Sac" > - Bernard Black to Manny, (Black Books) >Learn something new everyday!
"Darus" <[email hidden]> wrote in news:1113398731.326026.241850
@f14g2000cwb.googlegroups.com:
> Learn something new everyday!
>
so shift-r is the same as hitting escape then return to the pits.
I wonder if those options work when you are online.
?
dave henrie
They do, until race time... and qualifying for that matter, then disabled
just like the menu
Dave Henrie wrote:


































