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Rec.Autos.Simulators Archive

clarification on a couple of things in NR2003

8 posts by 6 people · 12 Apr 2005 05:52 UTC - 14 Apr 2005 00:27 UTC

RubberGoat 12 Apr 2005 05:52 UTC#22145
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]...
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) >
#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
"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:
Quoted text (13 lines)> "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

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