Thanks Man I didn't know that. Heck 16 racers is plenty in a race. After all
you can only race the few guys around you at one time anyway. I would much
rather have the Quality of the game with 16 racers and everything on, verses
the Quantity of the game with 32 racers and less physics. IMHO
"rrevved" <[email hidden]> wrote in message
news:[email hidden]...
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>http://www.team-lightspeed.com/fusetalk/messageview.cfm?catid=12&threadid=14
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Quoted text (23 lines)
>
> Dan_Hasbro
>
> Crew Chief Date Posted: Aug/23/2000 11:06 PM
>
> Here's the deal on Multiplayer. We have 16 player tcp/ip. you need to
> know the IP address of the server. There is no connection service such
> as Won .net because no one is permitted to use any service such as
> that due to the fact that NASCAR has not given any contractual rights
> for online gaming. Papyrus lost these rights last October, and thus is
> in the same boat as we. As for the Sierra 43 player online claim, they
> have amended that to say "depending on bandwidth" That is precisely
> why we have limited it to 16 players. There is not enough bandwidth to
> play much more than 16 without a huge latency issue. Yep we ran alot
> more than that with N3, I say We because I've been racing Papyrus Sims
> since Indy 500. In N3 we didn't use 6 axis physics. The issue there is
> you are processing at least 6 times more information for each and
> every car than we did with N3. We are also tracking Every car on the
> track, where as N3 tracked only the closest 3 or 4 cars around you.
> This was one of the causes of warp in online racing. We are working on
> a lot of things that we cannot talk about, but we are not walking away
> from multiplayer support.
>