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Re: Here are the NH things that need imporoving (Or not)

11 posts by 6 people · 16 Aug 2000 - 17 Aug 2000 06:02 UTC

It can be enabled, and when it is IMO it's fairly realistic. For the same reason I like GP3's damage system I will say.... How many laps do you want to do? I make small mistakes all the time in GP3 and NH, slightly tapping walls, in real life it would kill the car, I'd rather they have forgiving damage, especially considering we have no peripheral view. But on the other hand, I eventually learnt how to drive gpl without mistakes, so it is possible I guess........ -- Tim, [email hidden]|[email hidden] http://legends.sports-gaming.com/forums.shtml FREE forums for your league... http://legends.sports-gaming.com Sim racing website loosely based on gpl... <[email hidden]> wrote in message news:[email hidden]... > On Wed, 16 Aug 2000 11:40:54 -0700, "Kai Fuller" <[email hidden]> > thus spoke: > > > >7.) Here's a real biggie to me. The effect of major damage on the cars is > >really unrealistic. > > Isn't that because damage is disabled in the demo? > -- > Nos
Kai Fuller 16 Aug 2000 18:40 UTC#240998
Ok let me start of by saying that I'm really enjoying the demo, and plan to buy, for the most part everything seems really high quality, and I love the animated pit crew, even if they do seem a little slow. :) This is going to be a somewhat negative post perhaps, but keep in mind that I am trying to give some constructive criticism. Also I believe many of these things may have to do with how I setup the game, so correct me if I'm wrong... 1.) Force Feedback seems weak, I'm going to try Slot's tweaks to see how much it improves. 2.) Sound, I do like some of the little audio cues, but the engine seems a bit subpar, It seems a tad weak and when I get in the red it doesn't strain at all before it blows (and blows with no sound) there should also be a better idle\ low revs sound like SCGT. 3.) Spotter, he sounds nothing like a spotter over the radio, and often gives no information, or even starts of with "still there"... still there where? 4.) Grass, seems no different than pavement, other than the sound. I'm sure there is a difference, but too little of one I think, there should be more risk when getting 2 wheels in the grass(?) 5.)Collisions, the car get off the ground too easily (even once when I just spun it out of turn 4, I got 2 wheels way off the surface, while cars bumping while racing seems from slightly underdone, to totally underdone, you totally stick to the other car is many cases. 6.) The brake and Gas seem just a bit too forgiving, I have spun it going out of turn four with too much gas, but that one time seemed no different that the times I just mashed it before. Again I don't know how a real WC car reacts to this so it just seems that way to me. 7.) Here's a real biggie to me. The effect of major damage on the cars is really unrealistic. I can roll the car over, end up on it's top, get clubbed by three cars before than sending me slightly airborne... then hold down the spacebar and it will flip me back over and I can go on with just some aero damage. That should have ended my race 10 times over. Indycar 1 did a really good job with damage back then, but it seems that we haven't gone forward here, in many cases going for a more arcade damage model, damage indicator bars are ok for NFS High Stakes, but shouldn't be included in a NASCAR simulation. 8.) Finally the smoke on my system is no where near the quality of N3, (which it self was underdone) there should be more than a couple little puffs.
Pete 16 Aug 2000 20:12 UTC#241036
Kai, a lot of the things you mention are addressed in the full release, particularily in the physics and damage departments. The forcefeed back can be adjusted and in Jacobs news group it has been fully discussed on what is in the FF and why. The sound appears to be similiar to the final. The demo was just a taste of what is in the game, Julian at BHMS has been playing the full version extensively over the last month and if you go to our web page and click on the subscribe to NG's and nh.discussion you will get many of your questions answered much better than I can do. The NG is down temporarily at the moment but hopefully it will be up soon. www.bhmotorsports.com Pete "Kai Fuller" <[email hidden]> wrote in message news:5eBm5.46345$[email hidden]... > Ok let me start of by saying that I'm really enjoying the demo, and planto > buy, for the most part everything seems really high quality, and I lovethe
Quoted text (10 lines)> animated pit crew, even if they do seem a little slow. :) This is going to > be a somewhat negative post perhaps, but keep in mind that I am trying to > give some constructive criticism. Also I believe many of these things may > have to do with how I setup the game, so correct me if I'm wrong... > > 1.) Force Feedback seems weak, I'm going to try Slot's tweaks to see how > much it improves. > > 2.) Sound, I do like some of the little audio cues, but the engine seems a > bit subpar, It seems a tad weak and when I get in the red it doesn't
strain
Quoted text (8 lines)> at all before it blows (and blows with no sound) there should also be a > better idle\ low revs sound like SCGT. > > 3.) Spotter, he sounds nothing like a spotter over the radio, and often > gives no information, or even starts of with "still there"... still there > where? > > 4.) Grass, seems no different than pavement, other than the sound. I'm
sure > there is a difference, but too little of one I think, there should be more > risk when getting 2 wheels in the grass(?) > > 5.)Collisions, the car get off the ground too easily (even once when Ijust
Quoted text (7 lines)> spun it out of turn 4, I got 2 wheels way off the surface, while cars > bumping while racing seems from slightly underdone, to totally underdone, > you totally stick to the other car is many cases. > > 6.) The brake and Gas seem just a bit too forgiving, I have spun it going > out of turn four with too much gas, but that one time seemed no different > that the times I just mashed it before. Again I don't know how a real WC
car > reacts to this so it just seems that way to me. > > 7.) Here's a real biggie to me. The effect of major damage on the cars is > really unrealistic. I can roll the car over, end up on it's top, getclubbed > by three cars before than sending me slightly airborne... then hold downthe > spacebar and it will flip me back over and I can go on with just some aero > damage. That should have ended my race 10 times over. Indycar 1 did areally
Quoted text (12 lines)> good job with damage back then, but it seems that we haven't gone forward > here, in many cases going for a more arcade damage model, damage indicator > bars are ok for NFS High Stakes, but shouldn't be included in a NASCAR > simulation. > > 8.) Finally the smoke on my system is no where near the quality of N3, > (which it self was underdone) there should be more than a couple little > puffs. > > > >
Kai Fuller 16 Aug 2000 20:33 UTC#240947
well since the newsgroup is down... ny only real problem with the force feedback is the fact that nothing happens when the wheel is centered, this isn't the case with NFS:HS (yes I got it for free with my soundcard) I have tried slot's options.cfg, but that oscillation is unbearable for me, I have a hard enough time as it is :) I'm glad to hear, and not at all surprised to hear the physics and damage are not fully implemented. Ok I have one more thing that has to do with the interface, I dislike how sometimes they give you lap times, sometimes they give you lap speeds, and sometimes they give you both. I don't want to have to compute rt=d every time I wanna see how my laps compare, you should either be able to choose like in N3, or always have both. Pete <[email hidden]> wrote in message news:RACm5.159600$[email hidden]...
Quoted text (23 lines)> Kai, a lot of the things you mention are addressed in the > full release, particularily in the physics and damage departments. > The forcefeed back can be adjusted and in Jacobs news group it > has been fully discussed on what is in the FF and why. > The sound appears to be similiar to the final. > The demo was just a taste of what is in the game, Julian at > BHMS has been playing the full version extensively over the > last month and if you go to our web page and click on the > subscribe to NG's and nh.discussion you will get many of > your questions answered much better than I can do. > The NG is down temporarily at the moment but hopefully > it will be up soon. > > www.bhmotorsports.com > > Pete > "Kai Fuller" <[email hidden]> wrote in message > news:5eBm5.46345$[email hidden]... > > Ok let me start of by saying that I'm really enjoying the demo, and plan > to > > buy, for the most part everything seems really high quality, and I love > the > > animated pit crew, even if they do seem a little slow. :) This is going
to > > be a somewhat negative post perhaps, but keep in mind that I am tryingto > > give some constructive criticism. Also I believe many of these thingsmay > > have to do with how I setup the game, so correct me if I'm wrong... > > > > 1.) Force Feedback seems weak, I'm going to try Slot's tweaks to see how > > much it improves. > > > > 2.) Sound, I do like some of the little audio cues, but the engine seemsa
Quoted text (7 lines)> > bit subpar, It seems a tad weak and when I get in the red it doesn't > strain > > at all before it blows (and blows with no sound) there should also be a > > better idle\ low revs sound like SCGT. > > > > 3.) Spotter, he sounds nothing like a spotter over the radio, and often > > gives no information, or even starts of with "still there"... still
there > > where? > > > > 4.) Grass, seems no different than pavement, other than the sound. I'm > sure > > there is a difference, but too little of one I think, there should bemore > > risk when getting 2 wheels in the grass(?) > > > > 5.)Collisions, the car get off the ground too easily (even once when I > just > > spun it out of turn 4, I got 2 wheels way off the surface, while cars > > bumping while racing seems from slightly underdone, to totallyunderdone, > > you totally stick to the other car is many cases. > > > > 6.) The brake and Gas seem just a bit too forgiving, I have spun itgoing > > out of turn four with too much gas, but that one time seemed nodifferent > > that the times I just mashed it before. Again I don't know how a real WC > car > > reacts to this so it just seems that way to me. > > > > 7.) Here's a real biggie to me. The effect of major damage on the carsis > > really unrealistic. I can roll the car over, end up on it's top, get > clubbed > > by three cars before than sending me slightly airborne... then hold down > the > > spacebar and it will flip me back over and I can go on with just someaero > > damage. That should have ended my race 10 times over. Indycar 1 did a > really > > good job with damage back then, but it seems that we haven't goneforward > > here, in many cases going for a more arcade damage model, damageindicator
Quoted text (12 lines)> > bars are ok for NFS High Stakes, but shouldn't be included in a NASCAR > > simulation. > > > > 8.) Finally the smoke on my system is no where near the quality of N3, > > (which it self was underdone) there should be more than a couple little > > puffs. > > > > > > > > > >
Nos 16 Aug 2000 21:24 UTC#240975
On Wed, 16 Aug 2000 11:40:54 -0700, "Kai Fuller" <[email hidden]> thus spoke: >7.) Here's a real biggie to me. The effect of major damage on the cars is >really unrealistic. Isn't that because damage is disabled in the demo? -- Nos
Kai Fuller 16 Aug 2000 21:39 UTC#240893
no damage isn't disabled, there is performance effect, just not nearly enough, perhaps damage isn't fully enabled however. <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> On Wed, 16 Aug 2000 11:40:54 -0700, "Kai Fuller" <[email hidden]> > thus spoke: > > > >7.) Here's a real biggie to me. The effect of major damage on the cars is > >really unrealistic. > > Isn't that because damage is disabled in the demo? > -- > Nos
Kai Fuller 16 Aug 2000 23:23 UTC#240852
I don't see where to enable damage? I see vertex damage, but that is visual. What I would like to see is totally realistic damage as an option. knowing that tapping the wall will totally end your race make you have to drive much better, can you turn the same lap speed consistently if you might hit the wall once in awhile? You can crank it up for qualifying since there is less to lose... etc. I get really tired of bouncing off the walls in "simulations" without any consequence, like in NFS:PU... and no more buttons that flip you back over after a roll, why is that necessary, other than in arcade mode? If you've landed on your top, your race is over. Tim Wheatley <[email hidden]> wrote in message news:8nf6hq$h3a$[email hidden]...
Quoted text (15 lines)> It can be enabled, and when it is IMO it's fairly realistic. For the same > reason I like GP3's damage system I will say.... > > How many laps do you want to do? I make small mistakes all the time in GP3 > and NH, slightly tapping walls, in real life it would kill the car, I'd > rather they have forgiving damage, especially considering we have no > peripheral view. > > But on the other hand, I eventually learnt how to drive gpl without > mistakes, so it is possible I guess........ > > -- > Tim, > [email hidden]|[email hidden] > http://legends.sports-gaming.com/forums.shtml FREE forums for your
league... > http://legends.sports-gaming.com Sim racing website loosely based ongpl...
Quoted text (7 lines)> <[email hidden]> wrote in message > news:[email hidden]... > > On Wed, 16 Aug 2000 11:40:54 -0700, "Kai Fuller" <[email hidden]> > > thus spoke: > > > > > > >7.) Here's a real biggie to me. The effect of major damage on the cars
is
Quoted text (7 lines)> > >really unrealistic. > > > > Isn't that because damage is disabled in the demo? > > -- > > Nos > >
(unknown) 17 Aug 2000#240558
I agree completely about the audio complaints. I am confident that someone will eventually work up a hack to make the engine sounds more realistic. But I am really concerned about the spotter's voice. I don't need him to tell me "best lap yet...", but I would like him to occasionally give me intervals to the car(s) infront of or behind me, pit information ("We'll be bringing you in for fuel next lap..."), spotter information ("car high", "car low", "wreck in turn 3", etc...). And I would really really like the guy to sound like he is talking via a 2-way radio instead of sitting right next to me! For me, the spotter's voice completely kills the "suspension of disbelief" effect. I am hoping this is a "demo thing" but I suspect not... I also don't like the little windows in the corners of the screen giving me info like speed (I don't need that!), laps (spotter should be giving me that info!), etc... Those little info boxes are very arcadish. Can someone tell me whether or not they can be disabled in the demo and/or the full release version. All necessary information should be available either from my car gages (oil/water temp, rpms, etc.) or from my spotter (laps until next pitstop, position in race, intervals, etc...). This sim is so close to being a great "simulation" and not just a great "game"! I really hope some of my concerns are addressed either in the full version or in patches/hacks in the future. Pat Sent via Deja.com http://www.deja.com/ Before you buy.
Guenter Zollfrank 17 Aug 2000 00:25 UTC#240824
> I have tried slot's options.cfg, but that > oscillation is unbearable for me, I have a hard enough time as it is :) > Well, he's got a lot of things in his options.cfg that suit not everybodys taste. The 'oscillation' might come from deadzone and linearity settings that don't fit to your wheel. Just copy his FF settings to your own options.cfg (they are really good!) and leave the other stuff the way you like it! CU Zolli
Nos 17 Aug 2000 05:58 UTC#240699
On Wed, 16 Aug 2000 14:40:30 -0700, "Kai Fuller" <[email hidden]> thus spoke: >no damage isn't disabled, there is performance effect, just not nearly >enough, perhaps damage isn't fully enabled however. That's what I meant. Thought they had turned on arcade damege by default just like there was no HC mode turned on and the opposition is set to medium. They don't want to scare away the people who just want to have fun. -- Nos
Nos 17 Aug 2000 06:02 UTC#240695
On Wed, 16 Aug 2000 23:57:44 +0100, "Tim Wheatley" <[email hidden]> thus spoke: >It can be enabled, and when it is IMO it's fairly realistic. For the same >reason I like GP3's damage system I will say.... I don't like the GP3 damage system. It's OK when your just learning, but if I can smack into a wall at 150mph and sustain no damage then it's crap IMO or they should make it optional. I know there is a damage editor for GP3, but I deleted the game off my HD anyway. -- Nos

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