weather is incredibly important in NASCAR racing. it's one of the main
reasons why teams have to chase the setup throughout the race day.
especially at places like Pocono, where turn 1 may be in the sun and have a
hot, slick track surface and turn 3 in the shade and be cooler and grippier.
i want to have to set up my car differently if the day is hot and sunny vs.
overcast, and definately want my car's handling to change throughout the
day. this is a large part of the strategy involved- do i make a long pit
stop with many adjustmets (spring rubbers, etc.) to compensate for the
weather, or try to keep track position?
i like the idea that i could win a race based on my ability to adjust to
changing track conditions (in both driving style and setup changes), as
opposed to all-out speed.
i won't even ask for the possibility of rain-shortened races where i hear
from my spotter- "looks like it might rain in 20 minutes.... see if you can
get to the front". maybe i'll try to stretch my gas or just change my
tire-conserving line to a more aggressive one. ok, maybe i will ask :)
having some realistic weather modelling would increase the amount of
strategy involved in winning a race, and that can only be a good thing!
(and, of course, they may yet one day use those grooved tires and windshield
wipers at watkins glen!!)
"rrevved" <[email hidden]> wrote in message
news:[email hidden]...
> On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]> wrote:
>
> >N3: outdated physics. no immersion innovation, and the weather modelhasn't
> >improved.
>
> Why 'weather' in a Nascar sim? They don't race in the rain.
> Do you want a simulated 24 hours in the garage area waiting
> for the storm to blow over, or... ?
>
Kai Fuller wrote:
> snip
>
> GP3: outdated physics, apparently weak damage modeling from what I've heard,
> No multiplayer, not sure about immersion, but I have heard about the
> pixilated hand. Also not sure about how good the flag work is. From what
> I've heard the AI is pretty good. Semi-dynamic weather is a plus. can't hear
> other cars
Guess work at its best, LOL. The diff between GP2/3's physics is as big
as
between ICR2 and GPL.
>
> MGPRS2: Physics are OK and 3D, pretty good set of setup options. Damage
If you like the physics of MGPR2, you'd love the physics of GP3. You
would,
if you had driven GP3 at all, that is.
--
l8er
ronny
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
|\ _,,,---,,_ I want to die like my Grandfather,
ZZZzz /,`.-'`' -. ;-;;,_ in his sleep.
|,4- ) )-,_. ,\ ( `'-' Not like the people in his car,
'---''(_/--' `-'\_) screaming their heads off!
What I want is for everything to be perfectly modeled, of course.
But, failing that, what I want is pretty basic.
1. I want a believable, state of the art, physics model, that never makes me
question whether it seems reasonable that a car would react like that in real
life.
2. I want photorealistic eye candy that blows me away with scenery and
animations and effects.
3. I want AI drivers that do both smart things and make unpredictable stupid
mistakes from time to time.I want AI drivers to compete with each other as well
as with me, and which are subject to the same physics model as I am.
4. I want realistic damage modeling, with cars flying into hundreds of pieces
when you hit a wall at 200mph, or having appropriately scaled levels of damage
for a given mishap.
Beyond this, everything else is merely icing on the cake, and not a deal
breaker. I am not too picky about sound, or pit crews, or weather, or most
other stuff, as long as they get those 4 areas right, I will live with
virtually any shortcomings in other areas, assuming the game is stable and does
not crash.
Kai Fuller <[email hidden]> wrote in message
news:GaIp5.292488$[email hidden]...
> Ok I thought someone hasn't posted one of these in 3 days so...
>
> GP3: outdated physics, apparently weak damage modeling from what I'veheard,
> No multiplayer, not sure about immersion, but I have heard about the
> pixilated hand. Also not sure about how good the flag work is. From what
> I've heard the AI is pretty good. Semi-dynamic weather is a plus. can'thear
> other cars
>
GP3 does have multiplayer, but not over the internet.
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.177 / Virus Database: 86 - Release Date: 00/08/07
Ok I thought someone hasn't posted one of these in 3 days so...
1.) 6DOF, realistic no compromises physics and car modeling, without the
need of a download, secret codes or notepad. SCGT and NH have joined forces
in the lest hide the sim from the public for whatever reason stance. Oh and
garage setup should be as detailed as possible.
2.) Realistic damage. It hasn't gotten any better since ICR1. In fact if we
keep going in the same direction (Viper to SCGT\NFS:PU to NH) we will have
the same damage model as NFS 2... none. I'm not going to allow the "sim
developers to get away with my buck and totally ignore a major part of auto
racing. You just should be allowed to get away with what they do. I do think
there needs to be an option to turn it off if you want to practice, and an
arcade model as well if they don't want to scare people away.
3.) Robust multiplayer, even if it;s just 16, it should work at least as
well as N3 on WON. SCGT was a huge disappointment because of this.
4.) More immersion, I want to always have control of my car if I want, an
optional auto pilot is fine, but total control should be default and not
hidden in a .cfg file. But at least it's an of[ption, unlike SCGT. I'd like
to see someone really take the immersion factor further by being able to or
having to drive behind the wall to fix major damage, or make setup tweaks
during happy hour in "realistic race weekend" mode make my final adjustment
over the evening, drive the car out to the pits, hear gentlemen start your
engines (heck they did that in Bill Elliot's NASCAR challenge) I know many
here will flame me for all of that, but I remember a time on r.a.s. when we
still knew how to dream, and didn't settle for lack of innovation. I suppose
those guys are all off racing GPL... (which I still plan to buy someday,
when I get a credit card)
5.) The AI should be good and hopefully drive the real car model.
6.) They should also get the rules as correct as possible.
7.) Finally what's the hold up with some good dynamic weather. This would
even have a big impact on NASCAR let along wet weather stuff.
8.) How about some good sound? 3D please, my speakers and soundcard cost me
over 200 bucks.
So... Proper physics, modeling, proper damage modeling, better immersion,
multiplayer that works, no auto pilot, generally good flags and rules
implementation, and ideally some basic dynamic weather.
Is that asking too much? keep in mind the following is basically a summation
of other opinions, not necessarily of my own.
Post GPL\Viper games:
N3: outdated physics. no immersion innovation, and the weather model hasn't
improved. Still good multiplayer, although maybe not as good as TEN or
Hawaii, from what I've heard. AI isn't that great, but serviceable. Good in
the sound department. Sound was definitely improved with 3D and engine
sounds from N2.
NH: Pretty good physics (somewhere around GPL but has some flaws), but
non-existent damage, poor flag work, negative in immersion, Not sure on the
multiplayer or weather. Plus rated AI, except for caution bugs. (which game
doesn't?) Weak sound. Very weak sound effects, and lack of Dsound3D
GP3: outdated physics, apparently weak damage modeling from what I've heard,
No multiplayer, not sure about immersion, but I have heard about the
pixilated hand. Also not sure about how good the flag work is. From what
I've heard the AI is pretty good. Semi-dynamic weather is a plus. can't hear
other cars
SCGT: actually a nice step for physics, if not totally accurate, one of the
first 3D models. Damage is OK, multiplayer might as well not be there. auto
pit hurts immersion. At least the AI drives the car model, one point for
innovation, one off for the fact they don't drive it all that well. No Flags
what so ever. At least they have weather of some sort. (also no headlights
at night) Sound was great after add-ons, including the fact that you can't
hear your own engine at the start.
MGPRS2: Physics are OK and 3D, pretty good set of setup options. Damage
seems reasonably unforgiving like a F1 should be. Multiplayer is actually
pretty good on a dial up, no collisions option is a nice thought. You do
actually drive out of your garage during practice, and you get a full race
weekend with all the time limits, no parade lap though. The AI seems good to
me. really good flag work and rules, lots of DQ's and such. The weather also
seems dynamic to me. Sound isn't all that great.
So actually if MGPRS2 would have had a decent physics model, I think it's
the best thing since GPL... Since it doesn't... there really hasn't been
much. I own SCGT and MGPRS2 (got it for free in a contest, and don't really
like it, and was surprised to see it do so well on my list.) I didn't know
enough about F12k, RC2k or Porsche2k ( :) ) to talk about those
Pre GPL\Viper games when they were new.
N2: Improved physics from N1 that were still pretty good back then. Same
with the damage at least no steps backward, multiplayer made a big big move
with TEN. There wasn't anything that took away from immersion. The Ai was
pretty good for then, but didn't drive the model at all. Yellows were done
right. dynamic weather would have been a processor strain back then, and
wasn't necessary. Sound was pretty good.
ICR2: Best implementation of old world physics. Multiplayer was getting
better, too bad they didn't update it for a TEN version. Damage model was
status qou open wheel papy. same immersion as N2, no drawbacks. Ai was good
for the time. I don't remember the flags all that well. No weather was a
huge drawback from ICR1. Sound was pretty good
NFS1: Pretty good physics for the time. NO DAMAGE. Not much multiplayer that
I remember. Great open road stage based feel. The AI was pretty good, and
actually appeared to five the model, though I doubt it. I don't think there
is rules in renegade style racing, although police presence wasn't of NFS3.
No weather stuff. Sound was pretty good.
So have we stagnated since GPL? NH does seem pretty good, with it flaws, and
N4 and WSC's look promising. Lets just say it';s been a weak 2 years for
sim racing. Let me say before I forget that I haven't forgotten: ratbag,
SODA, F12K, RC2000, N1, ICR1, I500 the simulation, GP2, GP1, other crammond
stuff, earlier rally games, all the arcade stuff (which have seemingly
fallen off the face of the earth,, since NFS arcade style's demise, I think
what everyone wants is a good simulation, if it's done right, it won't be
hard to pick up, but will have long lasting value. I have forgotten other
games, but didn't want to talk about all of them.
No I mean, temperature changed that effect setups in a long race. also would
effect oil temps if it got real hot. Also differing weather would effect
qualifying, especially if you ended up having to try an qualify on day 2.
But what I meant by it hasn't been improved, is it's still rather
unrealistic from N2, doesn't the wind only effect your car and not the AI in
N2? I remember Tim Wortman talking about that. It wasn't a big minus, but I
still wanted to mention it. It definitely plays a role in real NASCAR
however, ands should eventually be implemented by someone.
also if you were waiting for the storm to blow over, hopefully there would
be a speed up time until storm subsides function.
Oh and thanks for clipping the message down. :)
rrevved <[email hidden]> wrote in message
news:[email hidden]...
> On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]> wrote:
>
> >N3: outdated physics. no immersion innovation, and the weather modelhasn't
> >improved.
>
> Why 'weather' in a Nascar sim? They don't race in the rain.
> Do you want a simulated 24 hours in the garage area waiting
> for the storm to blow over, or... ?
>
On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]> wrote:
It's the auto pilots in racing simulators which have often caused problems for me. Remember F1RS and MGPRS2, when you broke the rules, such as by
driving backwards, or hitting another car on purpose and were black flagged, you'd lose control of your car. Also, if your car was badly damaged, but
still driveable, you'd lose control and be forced to leave the race. It sucked big time! GPL didn't do this, and all the better for it.
Why wait for a credit card to buy GPL?
>So... Proper physics, modeling, proper damage modeling, better immersion,
>multiplayer that works, no auto pilot, generally good flags and rules
>implementation, and ideally some basic dynamic weather.
So you're looking for evolutionary changes, not revolutionary. That means that they're getting there, if not slowly.
>GP3: outdated physics, apparently weak damage modeling from what I've heard,
>No multiplayer, not sure about immersion, but I have heard about the
>pixilated hand. Also not sure about how good the flag work is. From what
>I've heard the AI is pretty good. Semi-dynamic weather is a plus. can't hear
>other cars
GP3 does have a multiplayer function. Just not internet support.
>NFS1: Pretty good physics for the time. NO DAMAGE. Not much multiplayer that
>I remember. Great open road stage based feel. The AI was pretty good, and
>actually appeared to five the model, though I doubt it. I don't think there
>is rules in renegade style racing, although police presence wasn't of NFS3.
>No weather stuff. Sound was pretty good.
The NFS1 physics are fantastic for its time. To this day I've yet to see a sim simulate wheel spin as well as the corvette, doge and ferrari in that
game. Donuts ruled the day!
It's a shame that all the NFS titles since have become (ugh!) arcade racers.
--
Thief In The Night
Quoted text (12 lines)
>4.) More immersion, I want to always have control of my car if I want, an >optional auto pilot is fine, but total control should be default and not >hidden in a .cfg file. But at least it's an of[ption, unlike SCGT. I'd like >to see someone really take the immersion factor further by being able to or >having to drive behind the wall to fix major damage, or make setup tweaks >during happy hour in "realistic race weekend" mode make my final adjustment >over the evening, drive the car out to the pits, hear gentlemen start your >engines (heck they did that in Bill Elliot's NASCAR challenge) I know many >here will flame me for all of that, but I remember a time on r.a.s. when we >still knew how to dream, and didn't settle for lack of innovation. I suppose >those guys are all off racing GPL... (which I still plan to buy someday, >when I get a credit card)
"rrevved" <[email hidden]> wrote in message
news:[email hidden]...
> On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]> wrote:
>
> >N3: outdated physics. no immersion innovation, and the weather modelhasn't
> >improved.
>
> Why 'weather' in a Nascar sim? They don't race in the rain.
> Do you want a simulated 24 hours in the garage area waiting
> for the storm to blow over, or... ?
>
By weather model, I assume he's talking about how the air temperature and
humidity effect the car's setup and handling.
On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]>
wrote:
>Ok I thought someone hasn't posted one of these in 3 days so...
<Snip>
Sounds like GPL was made for you :)
Andre
I would think a dynamic weather model, while cool, would be an incredible
strain on resources that could be used for many other things.
--
Don Burnette
Dburn in N3 and Legends
ICQ# 74084566
"Kai Fuller" <[email hidden]> wrote in message
news:07Jp5.522087$[email hidden]...
> No I mean, temperature changed that effect setups in a long race. also
would
> effect oil temps if it got real hot. Also differing weather would effect
> qualifying, especially if you ended up having to try an qualify on day 2.
>
> But what I meant by it hasn't been improved, is it's still rather
> unrealistic from N2, doesn't the wind only effect your car and not the AI
in
> N2? I remember Tim Wortman talking about that. It wasn't a big minus, but
I
> still wanted to mention it. It definitely plays a role in real NASCAR
> however, ands should eventually be implemented by someone.
>
> also if you were waiting for the storm to blow over, hopefully there would
> be a speed up time until storm subsides function.
>
> Oh and thanks for clipping the message down. :)
>
>
> rrevved <[email hidden]> wrote in message
> news:[email hidden]...
> > On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]>
wrote:
> >
> > >N3: outdated physics. no immersion innovation, and the weather model
> hasn't
> > >improved.
> >
> > Why 'weather' in a Nascar sim? They don't race in the rain.
> > Do you want a simulated 24 hours in the garage area waiting
> > for the storm to blow over, or... ?
> >
>
>
YES!!!!
If I am going to simulate a NASCAR season... that's EXACTLY what can happen,
and it does happen about once every season at least.
I want to practice, qualify, and then get a red flag due to weather. I want
to know what it's like to race 180 laps, only to have to pull to a stop and
wait.
I want to simulate a major accident, where everyone has to stop as they pull
the ambulance out on the track.
Its a simulation, that's what I want. i want to simulate NASCAR!!! NOT
Bobby Labonte's pontiac!!!!!!!!!
"rrevved" <[email hidden]> wrote in message
news:[email hidden]...
> On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]> wrote:
>
> >N3: outdated physics. no immersion innovation, and the weather modelhasn't
> >improved.
>
> Why 'weather' in a Nascar sim? They don't race in the rain.
> Do you want a simulated 24 hours in the garage area waiting
> for the storm to blow over, or... ?
>
Your list looks good, except I'd add ForceFeedback to at least GPL standards, and
-sound-...for me, that's a huge part of the immersion factor. The stepped engine
sounds in F12000 and MGPRS2 were annoying enough to keep me from playing them
regularly (on top of the -massive- system requirements of F12000).
Weather (in F1 sims, not NASCAR) and realistic pit stops would be a selling point,
but not essential....and I mean weather in the sense of rain...temprature modeling
for track, tires and engine behavior would be up there on my list.
J. P. Hovercraft
Loosay2 wrote:
Quoted text (19 lines)
> What I want is for everything to be perfectly modeled, of course. > But, failing that, what I want is pretty basic. > 1. I want a believable, state of the art, physics model, that never makes me > question whether it seems reasonable that a car would react like that in real > life. > 2. I want photorealistic eye candy that blows me away with scenery and > animations and effects. > 3. I want AI drivers that do both smart things and make unpredictable stupid > mistakes from time to time.I want AI drivers to compete with each other as well > as with me, and which are subject to the same physics model as I am. > 4. I want realistic damage modeling, with cars flying into hundreds of pieces > when you hit a wall at 200mph, or having appropriately scaled levels of damage > for a given mishap. > > Beyond this, everything else is merely icing on the cake, and not a deal > breaker. I am not too picky about sound, or pit crews, or weather, or most > other stuff, as long as they get those 4 areas right, I will live with > virtually any shortcomings in other areas, assuming the game is stable and does > not crash.I'm going to creat my own publishing company that specializes specifically in
hardcore sims, like GPL, but even better, and much more open to users (ala
Half-Life and such). NASCAR, F1, CART, touring cars, sport bikes, etc.. The
start of a new era for sim racers!
...err, can someone lend me a couple million to get started and a crew of good
programmers? ;)
--
-----------------------------------
Morgan Vincent Wooten
GPLRank: +15.49
mailto:[email hidden]
http://members.tripod.com/~morganv/
-----------------------------------
Kai Fuller <[email hidden]> wrote in message
news:GaIp5.292488$[email hidden]...
> Ok I thought someone hasn't posted one of these in 3 days so...
>
[]
hard to pick up, but will have long lasting value. I have forgotten other
> games, but didn't want to talk about all of them.
>
>
>
sound like you're waiting for WSC if it turns out to be everything that I
hope it will be. Man, if the West brothers can even half of what they say
they will into the game it should be on my hard drive for at least a few
years.
--
the friendly pysco
I know it's spelled wrong but, I'm not a psycho ; )
"Braveheart" <[email hidden]> wrote
> I want to practice, qualify, and then get a red flag due to weather. Iwant
> to know what it's like to race 180 laps, only to have to pull to a stopand
> wait.
Teehee I can see this in Nascar Racing 8
<spotter>
"Well the rain is falling down, so come back to your PC in 6hours. N8 won't
load until. Too bad, you wanted realism!"
Virtual reality racing is about recreating real-life situations but also
taking advantages of virtual reality itself.
--
-- Fran�ois M�nard <ymenard>
-- May the Downforce be with you...
-- http://www.WeRace.net
-- People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world.
yeah, it would have to be down the road. I'm not saying what needs to be in
a sim, but, what I'd want in eventuality.
Don Burnette <[email hidden]> wrote in message
news:u4Rp5.5791$[email hidden]...
2.
> >
> > But what I meant by it hasn't been improved, is it's still rather
> > unrealistic from N2, doesn't the wind only effect your car and not theAI
> in
> > N2? I remember Tim Wortman talking about that. It wasn't a big minus,but
> I
> > still wanted to mention it. It definitely plays a role in real NASCAR
> > however, ands should eventually be implemented by someone.
> >
> > also if you were waiting for the storm to blow over, hopefully therewould
Quoted text (14 lines)
> I would think a dynamic weather model, while cool, would be an incredible > strain on resources that could be used for many other things. > > -- > Don Burnette > Dburn in N3 and Legends > ICQ# 74084566 > > "Kai Fuller" <[email hidden]> wrote in message > news:07Jp5.522087$[email hidden]... > > No I mean, temperature changed that effect setups in a long race. also > would > > effect oil temps if it got real hot. Also differing weather would effect > > qualifying, especially if you ended up having to try an qualify on dayQuoted text (22 lines)
> > be a speed up time until storm subsides function. > > > > Oh and thanks for clipping the message down. :) > > > > > > rrevved <[email hidden]> wrote in message > > news:[email hidden]... > > > On Fri, 25 Aug 2000 22:02:17 -0700, "Kai Fuller" <[email hidden]> > wrote: > > > > > > >N3: outdated physics. no immersion innovation, and the weather model > > hasn't > > > >improved. > > > > > > Why 'weather' in a Nascar sim? They don't race in the rain. > > > Do you want a simulated 24 hours in the garage area waiting > > > for the storm to blow over, or... ? > > > > > > > > >that's what I was talking about, sorry for my lack of clarity.
Chris Bloom <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (25 lines)
> > > Kai Fuller <[email hidden]> wrote in message > news:GaIp5.292488$[email hidden]... > > Ok I thought someone hasn't posted one of these in 3 days so... > > > > > GP3: outdated physics, apparently weak damage modeling from what I've > heard, > > No multiplayer, not sure about immersion, but I have heard about the > > pixilated hand. Also not sure about how good the flag work is. From what > > I've heard the AI is pretty good. Semi-dynamic weather is a plus. can't > hear > > other cars > > > > GP3 does have multiplayer, but not over the internet. > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.177 / Virus Database: 86 - Release Date: 00/08/07 > >relies below...
> It's the auto pilots in racing simulators which have often caused problemsfor me. Remember F1RS and MGPRS2, when you broke the rules, such as by
> driving backwards, or hitting another car on purpose and were blackflagged, you'd lose control of your car. Also, if your car was badly
damaged, but
> still driveable, you'd lose control and be forced to leave the race. Itsucked big time! GPL didn't do this, and all the better for it.
>
> Why wait for a credit card to buy GPL?
I agree with the no-auto pilot deal, I just don't get it why sim developers
do this. Not to cut corners, but they actually program it into the game as a
feature or seomthing. It'd be nice for newbies to have the option, but come
on.
GPL is not available in my area.
> So you're looking for evolutionary changes, not revolutionary. That meansthat they're getting there, if not slowly.
I'm not so sure about that, there just seems to b more and more out there
that make comprimmises. because it's not instamtly accessable by everyone.
GPL's initial difficulty may be a bit high for people who know how to drive
because of video and FF limitations, but omce you mentally compensate, it's
just like a real car, these comprimises just become bad car modelling after
a few weeks of practice... (oh my god practice in a video game???)
I think there is a place for both, and hope revelurtionary games like GPL
come out every once in awhile. The rest of the sims have been simmish for
the most part, and generally non-innovative in car modeling or other areas.
I don't think NH is too easy to drive, buit too easy to drive fast. If Ed
Bain can beat record times at Tally, why isn't he in NASCAR?
That's what papy is supposedly. They just haven't put anything out since
GPL.
Morgan V. Wooten� <[email hidden]> wrote in message
news:QITp5.2368$[email hidden]...
> I'm going to creat my own publishing company that specializes specificallyin
> hardcore sims, like GPL, but even better, and much more open to users (ala
> Half-Life and such). NASCAR, F1, CART, touring cars, sport bikes, etc..The
> start of a new era for sim racers!
>
> ...err, can someone lend me a couple million to get started and a crew ofgood


































