Nope, tried that already, doesn't work.
Racer X
Veteran Sim Racer
#4 Corvette C5-R in the GTIC
#24 Monte Carlo in the DORL
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/
No in the demo, but yes in the full game.
"Marc Collins" <[email hidden]> wrote in message
news:Kqil5.432$o%[email hidden]...
the
is
> a
> > > must-buy. An excellent effort that addresses the concerns of ourgroup
> > (big
> > > surprise since the developers actually took the time to respond tous).
> > >
> > > In summary, this is Viper Racing with better graphics and more gameplay
from
> > one
> > > loading of the game to another sometimes, the graphics are great.They
> > are
> > > not of the realistic-type that N4 seems to be going for, but at the
> higher
> > > resolutions are quite lovely. They look pretty blocky at 640, but are
> > > amazing at 1280. The replays are gorgeous at the higher resolutionsas
sim
way
> > > between GPL and VR. Why can't I feel anything when I bump another car
> or
> > > get bumped by them? Not enough tweaking sliders to customise thefeel.
> > > There is a huge steering flaw, however. Despite having a clearlymarked
> > > steering ratio setting in the garage, the car (a la VR) will ignorethat
> > > setting and almost spin on it's own axis with front wheels turned at
> about
> > > 85 degrees. This is fine for an arcade game, or even the arcadishmodes
> > in
> > > NH, but it should be eliminated for the sim. modes. It really ruinsthe
> > > realism for me. Ed, please get rid of this in the sim modes in the
> > > final...or start a patch now to do it!! :)
> > >
> > > AI: ?/10
> > >
> > > Haven't played it enough to really assess, but seems quite good so fari
> n
> > > the AI department. I am about to test it at custom 110% because I am
> not
> > > sure whether that setting is really doing anything. It keepsresetting
> > back
> > > to medium and I hope it is on medium when I am playing because I can
> catch
> > > and pass the AI with ease at the realistic settings. I cannot catchand
> > > pass the AI in N3 at 100% with ease at any track, though at a coupleof
> > > tracks it is a bit easier than at others. So speed is it a bit shakyin
> > the
> > > demo (I am sure it will be fully adjustable in the final), but the
> > > intelligence seems good.
> > >
> > > OVERALL: A must-buy for any NASCAR fan and a must-buy for any racingsim
> > > fan. I would say second only to GPL (and that's exactly what Iexpected
improve
> > > this as it again reeks of an arcadish slam-bam thing.
> > >
> > > WISHES:
> > >
> > > Indy and Pocono, but we can live without those if the rest of thetitle
> is
> > > great. Hopefully, fans will be able to create them....
> > > The heavy-duty sim-freak flag and pitting variations and rules and
> > options.
> > > Again, I can live without that if the rest of the stuff is there, butit
****************************************************************************
****************************************************************************
Quoted text (7 lines)
> Can I drive my own car in the pit lane? > > Marc. > > "Scott Moore" <[email hidden]> wrote in message > news:[email hidden]... > > All the pitting options are there, Marc- use the F8 key to scroll thruQuoted text (20 lines)
> > adjustments you want the crew to make. 0,2, or 4 tires, full fuel or > splash > > 'n go, damage repair, and wedge can all be changed, IIRC. > > I hadn't even looked for the flag options in the demo, but in the beta > there > > are both yellow and black flags. > > > > -- > > Scott Moore > > The Sports Gaming Network > > http://www.sports-gaming.com > > > > "Where are we going, and why are we in a handbasket?" > > > > > > Marc Collins <[email hidden]> wrote in message > > news:awel5.45$o%[email hidden]... > > > Hi all, > > > > > > First off, despite a few flaws (that hopefully can be patched), thisQuoted text (40 lines)
> > > options, using WC cars on WC tracks, so you can assess it based on how > > much > > > you liked VR. > > > > > > GAMEPLAY/OPTIONS: 9/10 > > > > > > Everything is there from the beginner to the hard core sim freak...you > > can't > > > ask for more than that. The demo seems to keep resetting back to > "medium" > > > skill level for opponents, but let's assume that's a demo-only thing. > The > > > drafting at Daytona scenario is a bit too contrived for me, so I quit > that > > > cycle of the game. Full race rules and options and flags and pitting > are > > > not in the game (the full version), so it gets a 9/10 from me...but > > > otherwise it looks like it will all be there. > > > > > > SOUND: 5/10 > > > > > > Sounds way too much like a Viper. Sound is not particularly high > quality > > on > > > 16-bit. Sound is too quiet. No ability to mix the individual sounds > like > > > engine vs. tire squeal, etc. Some sounds seem to be missing like > bumping > > > another car. Scraping the wall and torturing the car sounds are so > quiet > > as > > > to be unbelievable. The engine sound and tire squeal are too quiet > > relative > > > to the wind, crowd and gear change sounds. Sorry, but the sound is > pretty > > > disappointing. > > > > > > GRAPHICS: 9/10 > > > > > > Other than the strange behaviour of the resolution options changingQuoted text (9 lines)
> > > well. Frame rate (according to the in-game test) is good, too. > > > > > > PHYSICS: 8/10 > > > > > > Tweaked Viper. Takes a bit of struggle to get all of the settings > > switched > > > over to realistic, but once there the game is quite nice. I would say > > it's > > > half way between VR and GPL, which means it's by for the best NASCARQuoted text (7 lines)
> > > available today. > > > > > > FFB STEERING: 7/10 (if bug fixed) > > > > > > Tweaked Viper Racing (again). The FFB is good in many ways, but some > > forces > > > seem to be missing (like with the sound). Feel is again about halfQuoted text (15 lines)
> > it > > > to be). > > > > > > ONLY MAJOR GRIPES: > > > > > > Sound: missing sounds, weak sounds, lack of directional sound cues > really > > > hurt the realism/immersion factor. > > > Steering/FFB: dump the spin on a dime arcade steering in sim mode and > make > > > sure all events have corresponding FFB. > > > > > > The lack of aural and tactile feedback when you are scraping paint in > > heavy > > > traffic is the biggest illustration of the above. Please try toQuoted text (8 lines)
> > > better be in NH2! > > > > > > Marc. > > > > > > -- > > > > > >Quoted text (8 lines)
> > > Marc Collins > > > [email hidden] > > > > > > Your mouse has moved. Windows must be restarted for the change > > > to take effect. Reboot now? > > > > > >Quoted text (7 lines)
> > > > > > > > > > > > > > >Marc Collins <[email hidden]> wrote in message
news:Kqil5.432$o%[email hidden]...
> Can I drive my own car in the pit lane?
>
> Marc.
In the beta, the option can be toggled on and off for auto drive under
yellow and in the pits. The full version will be the same.
In the demo, you might try looking in \config\options.cfg for the following
line:
[GAME]
auto_drive yes
Try changing yes to no.
I haven't tried it yet, but that may do the trick.
--
Scott Moore
The Sports Gaming Network
http://www.sports-gaming.com
"Where are we going, and why are we in a handbasket?"
>
> "Scott Moore" <[email hidden]> wrote in message
> news:[email hidden]...
> > All the pitting options are there, Marc- use the F8 key to scroll thru
the
> > adjustments you want the crew to make. 0,2, or 4 tires, full fuel or
> splash
> > 'n go, damage repair, and wedge can all be changed, IIRC.
> > I hadn't even looked for the flag options in the demo, but in the beta
> there
> > are both yellow and black flags.
> >
> > --
> > Scott Moore
> > The Sports Gaming Network
> > http://www.sports-gaming.com
> >
> > "Where are we going, and why are we in a handbasket?"
> >
> >
> > Marc Collins <[email hidden]> wrote in message
> > news:awel5.45$o%[email hidden]...
> > > Hi all,
> > >
> > > First off, despite a few flaws (that hopefully can be patched), this
is
> a
> > > must-buy. An excellent effort that addresses the concerns of our
group
> > (big
> > > surprise since the developers actually took the time to respond to
us).
> > >
> > > In summary, this is Viper Racing with better graphics and more game
play
> > > options, using WC cars on WC tracks, so you can assess it based on how
> > much
> > > you liked VR.
> > >
> > > GAMEPLAY/OPTIONS: 9/10
> > >
> > > Everything is there from the beginner to the hard core sim freak...you
> > can't
> > > ask for more than that. The demo seems to keep resetting back to
> "medium"
> > > skill level for opponents, but let's assume that's a demo-only thing.
> The
> > > drafting at Daytona scenario is a bit too contrived for me, so I quit
> that
> > > cycle of the game. Full race rules and options and flags and pitting
> are
> > > not in the game (the full version), so it gets a 9/10 from me...but
> > > otherwise it looks like it will all be there.
> > >
> > > SOUND: 5/10
> > >
> > > Sounds way too much like a Viper. Sound is not particularly high
> quality
> > on
> > > 16-bit. Sound is too quiet. No ability to mix the individual sounds
> like
> > > engine vs. tire squeal, etc. Some sounds seem to be missing like
> bumping
> > > another car. Scraping the wall and torturing the car sounds are so
> quiet
> > as
> > > to be unbelievable. The engine sound and tire squeal are too quiet
> > relative
> > > to the wind, crowd and gear change sounds. Sorry, but the sound is
> pretty
> > > disappointing.
> > >
> > > GRAPHICS: 9/10
> > >
> > > Other than the strange behaviour of the resolution options changing
from
> > one
> > > loading of the game to another sometimes, the graphics are great.
They
> > are
> > > not of the realistic-type that N4 seems to be going for, but at the
> higher
> > > resolutions are quite lovely. They look pretty blocky at 640, but are
> > > amazing at 1280. The replays are gorgeous at the higher resolutions
as
> > > well. Frame rate (according to the in-game test) is good, too.
> > >
> > > PHYSICS: 8/10
> > >
> > > Tweaked Viper. Takes a bit of struggle to get all of the settings
> > switched
> > > over to realistic, but once there the game is quite nice. I would say
> > it's
> > > half way between VR and GPL, which means it's by for the best NASCAR
sim
> > > available today.
> > >
> > > FFB STEERING: 7/10 (if bug fixed)
> > >
> > > Tweaked Viper Racing (again). The FFB is good in many ways, but some
> > forces
> > > seem to be missing (like with the sound). Feel is again about half
way
> > > between GPL and VR. Why can't I feel anything when I bump another car
> or
> > > get bumped by them? Not enough tweaking sliders to customise the
feel.
> > > There is a huge steering flaw, however. Despite having a clearly
marked
> > > steering ratio setting in the garage, the car (a la VR) will ignore
that
> > > setting and almost spin on it's own axis with front wheels turned at
> about
> > > 85 degrees. This is fine for an arcade game, or even the arcadish
modes
> > in
> > > NH, but it should be eliminated for the sim. modes. It really ruins
the
> > > realism for me. Ed, please get rid of this in the sim modes in the
> > > final...or start a patch now to do it!! :)
> > >
> > > AI: ?/10
> > >
> > > Haven't played it enough to really assess, but seems quite good so far
i
> n
> > > the AI department. I am about to test it at custom 110% because I am
> not
> > > sure whether that setting is really doing anything. It keeps
resetting
> > back
> > > to medium and I hope it is on medium when I am playing because I can
> catch
> > > and pass the AI with ease at the realistic settings. I cannot catch
and
> > > pass the AI in N3 at 100% with ease at any track, though at a couple
of
> > > tracks it is a bit easier than at others. So speed is it a bit shaky
in
> > the
> > > demo (I am sure it will be fully adjustable in the final), but the
> > > intelligence seems good.
> > >
> > > OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing
sim
> > > fan. I would say second only to GPL (and that's exactly what I
expected
> > it
> > > to be).
> > >
> > > ONLY MAJOR GRIPES:
> > >
> > > Sound: missing sounds, weak sounds, lack of directional sound cues
> really
> > > hurt the realism/immersion factor.
> > > Steering/FFB: dump the spin on a dime arcade steering in sim mode and
> make
> > > sure all events have corresponding FFB.
> > >
> > > The lack of aural and tactile feedback when you are scraping paint in
> > heavy
> > > traffic is the biggest illustration of the above. Please try to
improve
> > > this as it again reeks of an arcadish slam-bam thing.
> > >
> > > WISHES:
> > >
> > > Indy and Pocono, but we can live without those if the rest of the
title
> is
> > > great. Hopefully, fans will be able to create them....
> > > The heavy-duty sim-freak flag and pitting variations and rules and
> > options.
> > > Again, I can live without that if the rest of the stuff is there, but
it
> > > better be in NH2!
> > >
> > > Marc.
> > >
> > > --
> > >
> >
>
****************************************************************************
> > > Marc Collins
> > > [email hidden]
> > >
> > > Your mouse has moved. Windows must be restarted for the change
> > > to take effect. Reboot now?
> > >
> >
>
****************************************************************************
> > >
> > >
> > >
> >
> >
>
>
In article <Rffl5.152526$[email hidden]>, "L_NiN0"
<[email hidden]> writes:
>Marc - do you have your realism set to Nornal mode? Normal mode (aka Arcade)
>is setup to do exactly what you described. The AI is set to adjust to your
>skill level thus always keeping you in the 'pack'. This illiminates the need
>for an AI adjustment option in Normal mode becuase they adjust
>automatically.
Oh shit - this will be the FIRST thing I disable. I'm tired of AI that
'learns'...
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Homepage - http://www.umich.edu/~epickett
GPL hcp. +51.95
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Sorry, I don't do impressions. <g>
--
Tim,
[email hidden]|[email hidden]
http://legends.sports-gaming.com/forums.shtml FREE forums for your league...
http://legends.sports-gaming.com Sim racing website loosely based on gpl...
Marc Collins <[email hidden]> wrote in message
news:awel5.45$o%[email hidden]...
> Hi all,
>
> First off, despite a few flaws (that hopefully can be patched), this is a
> must-buy. An excellent effort that addresses the concerns of our group
(big
> surprise since the developers actually took the time to respond to us).
>
> In summary, this is Viper Racing with better graphics and more game play
> options, using WC cars on WC tracks, so you can assess it based on how
much
> you liked VR.
>
> GAMEPLAY/OPTIONS: 9/10
>
> Everything is there from the beginner to the hard core sim freak...you
can't
> ask for more than that. The demo seems to keep resetting back to "medium"
> skill level for opponents, but let's assume that's a demo-only thing. The
> drafting at Daytona scenario is a bit too contrived for me, so I quit that
> cycle of the game. Full race rules and options and flags and pitting are
> not in the game (the full version), so it gets a 9/10 from me...but
> otherwise it looks like it will all be there.
>
> SOUND: 5/10
>
> Sounds way too much like a Viper. Sound is not particularly high quality
on
> 16-bit. Sound is too quiet. No ability to mix the individual sounds like
> engine vs. tire squeal, etc. Some sounds seem to be missing like bumping
> another car. Scraping the wall and torturing the car sounds are so quiet
as
> to be unbelievable. The engine sound and tire squeal are too quiet
relative
> to the wind, crowd and gear change sounds. Sorry, but the sound is pretty
> disappointing.
>
> GRAPHICS: 9/10
>
> Other than the strange behaviour of the resolution options changing from
one
> loading of the game to another sometimes, the graphics are great. They
are
> not of the realistic-type that N4 seems to be going for, but at the higher
> resolutions are quite lovely. They look pretty blocky at 640, but are
> amazing at 1280. The replays are gorgeous at the higher resolutions as
> well. Frame rate (according to the in-game test) is good, too.
>
> PHYSICS: 8/10
>
> Tweaked Viper. Takes a bit of struggle to get all of the settings
switched
> over to realistic, but once there the game is quite nice. I would say
it's
> half way between VR and GPL, which means it's by for the best NASCAR sim
> available today.
>
> FFB STEERING: 7/10 (if bug fixed)
>
> Tweaked Viper Racing (again). The FFB is good in many ways, but some
forces
> seem to be missing (like with the sound). Feel is again about half way
> between GPL and VR. Why can't I feel anything when I bump another car or
> get bumped by them? Not enough tweaking sliders to customise the feel.
> There is a huge steering flaw, however. Despite having a clearly marked
> steering ratio setting in the garage, the car (a la VR) will ignore that
> setting and almost spin on it's own axis with front wheels turned at about
> 85 degrees. This is fine for an arcade game, or even the arcadish modes
in
> NH, but it should be eliminated for the sim. modes. It really ruins the
> realism for me. Ed, please get rid of this in the sim modes in the
> final...or start a patch now to do it!! :)
>
> AI: ?/10
>
> Haven't played it enough to really assess, but seems quite good so far in
> the AI department. I am about to test it at custom 110% because I am not
> sure whether that setting is really doing anything. It keeps resetting
back
> to medium and I hope it is on medium when I am playing because I can catch
> and pass the AI with ease at the realistic settings. I cannot catch and
> pass the AI in N3 at 100% with ease at any track, though at a couple of
> tracks it is a bit easier than at others. So speed is it a bit shaky in
the
> demo (I am sure it will be fully adjustable in the final), but the
> intelligence seems good.
>
> OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing sim
> fan. I would say second only to GPL (and that's exactly what I expected
it
> to be).
>
> ONLY MAJOR GRIPES:
>
> Sound: missing sounds, weak sounds, lack of directional sound cues really
> hurt the realism/immersion factor.
> Steering/FFB: dump the spin on a dime arcade steering in sim mode and make
> sure all events have corresponding FFB.
>
> The lack of aural and tactile feedback when you are scraping paint in
heavy
> traffic is the biggest illustration of the above. Please try to improve
> this as it again reeks of an arcadish slam-bam thing.
>
> WISHES:
>
> Indy and Pocono, but we can live without those if the rest of the title is
> great. Hopefully, fans will be able to create them....
> The heavy-duty sim-freak flag and pitting variations and rules and
options.
> Again, I can live without that if the rest of the stuff is there, but it
> better be in NH2!
>
> Marc.
>
> --
>
****************************************************************************
> Marc Collins
> [email hidden]
>
> Your mouse has moved. Windows must be restarted for the change
> to take effect. Reboot now?
>
****************************************************************************
>
>
>
The damage model isn't operational in the demo.
Robert
"Target 12" <[email hidden]> wrote in message
news:[email hidden]...
> >forgot to mention this in my original post. I can again only assume
> >that the game is stuck in acrade damage mode. You can eventually wreckyour
> >car visually and operationally,
>
> I found that when I was sliding on my roof at Richmond, the game flippedme
> back over so I could continue racing. Something that I hope you canchange or
Quoted text (8 lines)
> is fixed. > Racer X > Veteran Sim Racer > #4 Corvette C5-R in the GTIC > #24 Monte Carlo in the DORL > Victory Lane- > http://www.geocities.com/MotorCity/Speedway/1423/ >All the pitting options are there, Marc- use the F8 key to scroll thru the
adjustments you want the crew to make. 0,2, or 4 tires, full fuel or splash
'n go, damage repair, and wedge can all be changed, IIRC.
I hadn't even looked for the flag options in the demo, but in the beta there
are both yellow and black flags.
--
Scott Moore
The Sports Gaming Network
http://www.sports-gaming.com
"Where are we going, and why are we in a handbasket?"
Marc Collins <[email hidden]> wrote in message
news:awel5.45$o%[email hidden]...
> Hi all,
>
> First off, despite a few flaws (that hopefully can be patched), this is a
> must-buy. An excellent effort that addresses the concerns of our group
(big
> surprise since the developers actually took the time to respond to us).
>
> In summary, this is Viper Racing with better graphics and more game play
> options, using WC cars on WC tracks, so you can assess it based on how
much
> you liked VR.
>
> GAMEPLAY/OPTIONS: 9/10
>
> Everything is there from the beginner to the hard core sim freak...you
can't
> ask for more than that. The demo seems to keep resetting back to "medium"
> skill level for opponents, but let's assume that's a demo-only thing. The
> drafting at Daytona scenario is a bit too contrived for me, so I quit that
> cycle of the game. Full race rules and options and flags and pitting are
> not in the game (the full version), so it gets a 9/10 from me...but
> otherwise it looks like it will all be there.
>
> SOUND: 5/10
>
> Sounds way too much like a Viper. Sound is not particularly high quality
on
> 16-bit. Sound is too quiet. No ability to mix the individual sounds like
> engine vs. tire squeal, etc. Some sounds seem to be missing like bumping
> another car. Scraping the wall and torturing the car sounds are so quiet
as
> to be unbelievable. The engine sound and tire squeal are too quiet
relative
> to the wind, crowd and gear change sounds. Sorry, but the sound is pretty
> disappointing.
>
> GRAPHICS: 9/10
>
> Other than the strange behaviour of the resolution options changing from
one
> loading of the game to another sometimes, the graphics are great. They
are
> not of the realistic-type that N4 seems to be going for, but at the higher
> resolutions are quite lovely. They look pretty blocky at 640, but are
> amazing at 1280. The replays are gorgeous at the higher resolutions as
> well. Frame rate (according to the in-game test) is good, too.
>
> PHYSICS: 8/10
>
> Tweaked Viper. Takes a bit of struggle to get all of the settings
switched
> over to realistic, but once there the game is quite nice. I would say
it's
> half way between VR and GPL, which means it's by for the best NASCAR sim
> available today.
>
> FFB STEERING: 7/10 (if bug fixed)
>
> Tweaked Viper Racing (again). The FFB is good in many ways, but some
forces
> seem to be missing (like with the sound). Feel is again about half way
> between GPL and VR. Why can't I feel anything when I bump another car or
> get bumped by them? Not enough tweaking sliders to customise the feel.
> There is a huge steering flaw, however. Despite having a clearly marked
> steering ratio setting in the garage, the car (a la VR) will ignore that
> setting and almost spin on it's own axis with front wheels turned at about
> 85 degrees. This is fine for an arcade game, or even the arcadish modes
in
> NH, but it should be eliminated for the sim. modes. It really ruins the
> realism for me. Ed, please get rid of this in the sim modes in the
> final...or start a patch now to do it!! :)
>
> AI: ?/10
>
> Haven't played it enough to really assess, but seems quite good so far in
> the AI department. I am about to test it at custom 110% because I am not
> sure whether that setting is really doing anything. It keeps resetting
back
> to medium and I hope it is on medium when I am playing because I can catch
> and pass the AI with ease at the realistic settings. I cannot catch and
> pass the AI in N3 at 100% with ease at any track, though at a couple of
> tracks it is a bit easier than at others. So speed is it a bit shaky in
the
> demo (I am sure it will be fully adjustable in the final), but the
> intelligence seems good.
>
> OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing sim
> fan. I would say second only to GPL (and that's exactly what I expected
it
> to be).
>
> ONLY MAJOR GRIPES:
>
> Sound: missing sounds, weak sounds, lack of directional sound cues really
> hurt the realism/immersion factor.
> Steering/FFB: dump the spin on a dime arcade steering in sim mode and make
> sure all events have corresponding FFB.
>
> The lack of aural and tactile feedback when you are scraping paint in
heavy
> traffic is the biggest illustration of the above. Please try to improve
> this as it again reeks of an arcadish slam-bam thing.
>
> WISHES:
>
> Indy and Pocono, but we can live without those if the rest of the title is
> great. Hopefully, fans will be able to create them....
> The heavy-duty sim-freak flag and pitting variations and rules and
options.
> Again, I can live without that if the rest of the stuff is there, but it
> better be in NH2!
>
> Marc.
>
> --
>
****************************************************************************
> Marc Collins
> [email hidden]
>
> Your mouse has moved. Windows must be restarted for the change
> to take effect. Reboot now?
>
****************************************************************************
>
>
>
>forgot to mention this in my original post. I can again only assume
>that the game is stuck in acrade damage mode. You can eventually wreck your
>car visually and operationally,
I found that when I was sliding on my roof at Richmond, the game flipped me
back over so I could continue racing. Something that I hope you can change or
is fixed.
Racer X
Veteran Sim Racer
#4 Corvette C5-R in the GTIC
#24 Monte Carlo in the DORL
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/
Hi all,
First off, despite a few flaws (that hopefully can be patched), this is a
must-buy. An excellent effort that addresses the concerns of our group (big
surprise since the developers actually took the time to respond to us).
In summary, this is Viper Racing with better graphics and more game play
options, using WC cars on WC tracks, so you can assess it based on how much
you liked VR.
GAMEPLAY/OPTIONS: 9/10
Everything is there from the beginner to the hard core sim freak...you can't
ask for more than that. The demo seems to keep resetting back to "medium"
skill level for opponents, but let's assume that's a demo-only thing. The
drafting at Daytona scenario is a bit too contrived for me, so I quit that
cycle of the game. Full race rules and options and flags and pitting are
not in the game (the full version), so it gets a 9/10 from me...but
otherwise it looks like it will all be there.
SOUND: 5/10
Sounds way too much like a Viper. Sound is not particularly high quality on
16-bit. Sound is too quiet. No ability to mix the individual sounds like
engine vs. tire squeal, etc. Some sounds seem to be missing like bumping
another car. Scraping the wall and torturing the car sounds are so quiet as
to be unbelievable. The engine sound and tire squeal are too quiet relative
to the wind, crowd and gear change sounds. Sorry, but the sound is pretty
disappointing.
GRAPHICS: 9/10
Other than the strange behaviour of the resolution options changing from one
loading of the game to another sometimes, the graphics are great. They are
not of the realistic-type that N4 seems to be going for, but at the higher
resolutions are quite lovely. They look pretty blocky at 640, but are
amazing at 1280. The replays are gorgeous at the higher resolutions as
well. Frame rate (according to the in-game test) is good, too.
PHYSICS: 8/10
Tweaked Viper. Takes a bit of struggle to get all of the settings switched
over to realistic, but once there the game is quite nice. I would say it's
half way between VR and GPL, which means it's by for the best NASCAR sim
available today.
FFB STEERING: 7/10 (if bug fixed)
Tweaked Viper Racing (again). The FFB is good in many ways, but some forces
seem to be missing (like with the sound). Feel is again about half way
between GPL and VR. Why can't I feel anything when I bump another car or
get bumped by them? Not enough tweaking sliders to customise the feel.
There is a huge steering flaw, however. Despite having a clearly marked
steering ratio setting in the garage, the car (a la VR) will ignore that
setting and almost spin on it's own axis with front wheels turned at about
85 degrees. This is fine for an arcade game, or even the arcadish modes in
NH, but it should be eliminated for the sim. modes. It really ruins the
realism for me. Ed, please get rid of this in the sim modes in the
final...or start a patch now to do it!! :)
AI: ?/10
Haven't played it enough to really assess, but seems quite good so far in
the AI department. I am about to test it at custom 110% because I am not
sure whether that setting is really doing anything. It keeps resetting back
to medium and I hope it is on medium when I am playing because I can catch
and pass the AI with ease at the realistic settings. I cannot catch and
pass the AI in N3 at 100% with ease at any track, though at a couple of
tracks it is a bit easier than at others. So speed is it a bit shaky in the
demo (I am sure it will be fully adjustable in the final), but the
intelligence seems good.
OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing sim
fan. I would say second only to GPL (and that's exactly what I expected it
to be).
ONLY MAJOR GRIPES:
Sound: missing sounds, weak sounds, lack of directional sound cues really
hurt the realism/immersion factor.
Steering/FFB: dump the spin on a dime arcade steering in sim mode and make
sure all events have corresponding FFB.
The lack of aural and tactile feedback when you are scraping paint in heavy
traffic is the biggest illustration of the above. Please try to improve
this as it again reeks of an arcadish slam-bam thing.
WISHES:
Indy and Pocono, but we can live without those if the rest of the title is
great. Hopefully, fans will be able to create them....
The heavy-duty sim-freak flag and pitting variations and rules and options.
Again, I can live without that if the rest of the stuff is there, but it
better be in NH2!
Marc.
--
****************************************************************************
Marc Collins
[email hidden]
Your mouse has moved. Windows must be restarted for the change
to take effect. Reboot now?
****************************************************************************
AI: after testing at 105% (the max.) can conclude that they must be stuck in
the mode where they slow down to keep you in the middle of the pack (either
that or some WC team should sign me up immediately)...I would love to test
the game with the sim. AI.
DAMAGE: forgot to mention this in my original post. I can again only assume
that the game is stuck in acrade damage mode. You can eventually wreck your
car visually and operationally, but it reminds me of the Rally Championship
discussions: how many times do you have to ram your car in to a tree at 150
km/h before it will no longer drive away after the impact? This has been
addressed in the 6th patch (6 or 8 months after release)...so let's hope
that this is another demo-only issue.
Marc.
"Marc Collins" <[email hidden]> wrote in message
news:awel5.45$o%[email hidden]...
> Hi all,
>
> First off, despite a few flaws (that hopefully can be patched), this is a
> must-buy. An excellent effort that addresses the concerns of our group(big
> surprise since the developers actually took the time to respond to us).
>
> In summary, this is Viper Racing with better graphics and more game play
> options, using WC cars on WC tracks, so you can assess it based on howmuch
> you liked VR.
>
> GAMEPLAY/OPTIONS: 9/10
>
> Everything is there from the beginner to the hard core sim freak...youcan't
on
> 16-bit. Sound is too quiet. No ability to mix the individual sounds like
> engine vs. tire squeal, etc. Some sounds seem to be missing like bumping
> another car. Scraping the wall and torturing the car sounds are so quietas
> to be unbelievable. The engine sound and tire squeal are too quietrelative
> to the wind, crowd and gear change sounds. Sorry, but the sound is pretty
> disappointing.
>
> GRAPHICS: 9/10
>
> Other than the strange behaviour of the resolution options changing fromone
> loading of the game to another sometimes, the graphics are great. Theyare
switched
> over to realistic, but once there the game is quite nice. I would sayit's
> half way between VR and GPL, which means it's by for the best NASCAR sim
> available today.
>
> FFB STEERING: 7/10 (if bug fixed)
>
> Tweaked Viper Racing (again). The FFB is good in many ways, but someforces
in
back
> to medium and I hope it is on medium when I am playing because I can catch
> and pass the AI with ease at the realistic settings. I cannot catch and
> pass the AI in N3 at 100% with ease at any track, though at a couple of
> tracks it is a bit easier than at others. So speed is it a bit shaky inthe
> demo (I am sure it will be fully adjustable in the final), but the
> intelligence seems good.
>
> OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing sim
> fan. I would say second only to GPL (and that's exactly what I expectedit
heavy
options.
****************************************************************************
> Marc Collins
> [email hidden]
>
> Your mouse has moved. Windows must be restarted for the change
> to take effect. Reboot now?
>****************************************************************************
>
>
>
Quoted text (10 lines)
> ask for more than that. The demo seems to keep resetting back to "medium" > skill level for opponents, but let's assume that's a demo-only thing. The > drafting at Daytona scenario is a bit too contrived for me, so I quit that > cycle of the game. Full race rules and options and flags and pitting are > not in the game (the full version), so it gets a 9/10 from me...but > otherwise it looks like it will all be there. > > SOUND: 5/10 > > Sounds way too much like a Viper. Sound is not particularly high qualityQuoted text (8 lines)
> not of the realistic-type that N4 seems to be going for, but at the higher > resolutions are quite lovely. They look pretty blocky at 640, but are > amazing at 1280. The replays are gorgeous at the higher resolutions as > well. Frame rate (according to the in-game test) is good, too. > > PHYSICS: 8/10 > > Tweaked Viper. Takes a bit of struggle to get all of the settingsQuoted text (7 lines)
> seem to be missing (like with the sound). Feel is again about half way > between GPL and VR. Why can't I feel anything when I bump another car or > get bumped by them? Not enough tweaking sliders to customise the feel. > There is a huge steering flaw, however. Despite having a clearly marked > steering ratio setting in the garage, the car (a la VR) will ignore that > setting and almost spin on it's own axis with front wheels turned at about > 85 degrees. This is fine for an arcade game, or even the arcadish modesQuoted text (9 lines)
> NH, but it should be eliminated for the sim. modes. It really ruins the > realism for me. Ed, please get rid of this in the sim modes in the > final...or start a patch now to do it!! :) > > AI: ?/10 > > Haven't played it enough to really assess, but seems quite good so far in > the AI department. I am about to test it at custom 110% because I am not > sure whether that setting is really doing anything. It keeps resettingQuoted text (10 lines)
> to be). > > ONLY MAJOR GRIPES: > > Sound: missing sounds, weak sounds, lack of directional sound cues really > hurt the realism/immersion factor. > Steering/FFB: dump the spin on a dime arcade steering in sim mode and make > sure all events have corresponding FFB. > > The lack of aural and tactile feedback when you are scraping paint inQuoted text (8 lines)
> traffic is the biggest illustration of the above. Please try to improve > this as it again reeks of an arcadish slam-bam thing. > > WISHES: > > Indy and Pocono, but we can live without those if the rest of the title is > great. Hopefully, fans will be able to create them.... > The heavy-duty sim-freak flag and pitting variations and rules andQuoted text (7 lines)
> Again, I can live without that if the rest of the stuff is there, but it > better be in NH2! > > Marc. > > -- >Marc - do you have your realism set to Nornal mode? Normal mode (aka Arcade)
is setup to do exactly what you described. The AI is set to adjust to your
skill level thus always keeping you in the 'pack'. This illiminates the need
for an AI adjustment option in Normal mode becuase they adjust
automatically.
Try setting realism to Expert or read on how to hack in the Hardcore (best)
mode and you will find a pleasent surprise...or you may just be really good?
Driving in Normal mode at Daytona produces 6 laps of 2 and 3 wide. Go to
expert mode and they start to spread out with the front runners working in
small single file groups...much cooler.
I too am hoping the damage model is stuck someplace in arcade mode also.
Hmmm, break loose at Daytona off turn two and spin into the infield wall at
about 130mph and my race should be over...instead, I drive right away.
Check below for a Daytona hack from d0le that will allow you to run 6 laps
in race mode at Daytona.
I also believe the final game will include all flag and penalty options
along with several pitting and driving options from what Ive read online in
previews. Indy and Poco are not included because of agreements with other
organizations. Supposedly the agreements will be null when released for
consol systems so maybe at that time they will release an update with these
two tracks for the PC. Hopefull users will be able to create add-ons for
this in the mean time.
Oh, Ed if your listening...how about this for a marketing idea -
Release the tracks for FREE right about the same time N4 is about to hit the
market to take away some of its glory.
-OR-
Create an expansion pack with new Beat the Heat/Pro scenarios, additional
drivers and the two missing tracks which you can release to coencide with
the release of N4 again thwarting there efforts to steal the NASCAR
spotlight all for themselves.
Marc Collins <[email hidden]> wrote in message
news:fOel5.145020$[email hidden]...
> AI: after testing at 105% (the max.) can conclude that they must be stuckin
> the mode where they slow down to keep you in the middle of the pack(either
> that or some WC team should sign me up immediately)...I would love to test
> the game with the sim. AI.
>
> DAMAGE: forgot to mention this in my original post. I can again onlyassume
> that the game is stuck in acrade damage mode. You can eventually wreckyour
> car visually and operationally, but it reminds me of the RallyChampionship
> discussions: how many times do you have to ram your car in to a tree at150
a
"medium"
> > skill level for opponents, but let's assume that's a demo-only thing.The
> > drafting at Daytona scenario is a bit too contrived for me, so I quitthat
> > cycle of the game. Full race rules and options and flags and pittingare
> > not in the game (the full version), so it gets a 9/10 from me...but
> > otherwise it looks like it will all be there.
> >
> > SOUND: 5/10
> >
> > Sounds way too much like a Viper. Sound is not particularly highquality
> on
> > 16-bit. Sound is too quiet. No ability to mix the individual soundslike
> > engine vs. tire squeal, etc. Some sounds seem to be missing likebumping
> > another car. Scraping the wall and torturing the car sounds are soquiet
> as
> > to be unbelievable. The engine sound and tire squeal are too quiet
> relative
> > to the wind, crowd and gear change sounds. Sorry, but the sound ispretty
higher
or
> > get bumped by them? Not enough tweaking sliders to customise the feel.
> > There is a huge steering flaw, however. Despite having a clearly marked
> > steering ratio setting in the garage, the car (a la VR) will ignore that
> > setting and almost spin on it's own axis with front wheels turned atabout
in
> > the AI department. I am about to test it at custom 110% because I amnot
> > sure whether that setting is really doing anything. It keeps resetting
> back
> > to medium and I hope it is on medium when I am playing because I cancatch
really
> > hurt the realism/immersion factor.
> > Steering/FFB: dump the spin on a dime arcade steering in sim mode andmake
is
****************************************************************************
****************************************************************************
> >
> >
> >
>
>
Quoted text (11 lines)
> km/h before it will no longer drive away after the impact? This has been > addressed in the 6th patch (6 or 8 months after release)...so let's hope > that this is another demo-only issue. > > Marc. > > "Marc Collins" <[email hidden]> wrote in message > news:awel5.45$o%[email hidden]... > > Hi all, > > > > First off, despite a few flaws (that hopefully can be patched), this isQuoted text (14 lines)
> > must-buy. An excellent effort that addresses the concerns of our group > (big > > surprise since the developers actually took the time to respond to us). > > > > In summary, this is Viper Racing with better graphics and more game play > > options, using WC cars on WC tracks, so you can assess it based on how > much > > you liked VR. > > > > GAMEPLAY/OPTIONS: 9/10 > > > > Everything is there from the beginner to the hard core sim freak...you > can't > > ask for more than that. The demo seems to keep resetting back toQuoted text (9 lines)
> > disappointing. > > > > GRAPHICS: 9/10 > > > > Other than the strange behaviour of the resolution options changing from > one > > loading of the game to another sometimes, the graphics are great. They > are > > not of the realistic-type that N4 seems to be going for, but at theQuoted text (19 lines)
> > resolutions are quite lovely. They look pretty blocky at 640, but are > > amazing at 1280. The replays are gorgeous at the higher resolutions as > > well. Frame rate (according to the in-game test) is good, too. > > > > PHYSICS: 8/10 > > > > Tweaked Viper. Takes a bit of struggle to get all of the settings > switched > > over to realistic, but once there the game is quite nice. I would say > it's > > half way between VR and GPL, which means it's by for the best NASCAR sim > > available today. > > > > FFB STEERING: 7/10 (if bug fixed) > > > > Tweaked Viper Racing (again). The FFB is good in many ways, but some > forces > > seem to be missing (like with the sound). Feel is again about half way > > between GPL and VR. Why can't I feel anything when I bump another carQuoted text (9 lines)
> > 85 degrees. This is fine for an arcade game, or even the arcadish modes > in > > NH, but it should be eliminated for the sim. modes. It really ruins the > > realism for me. Ed, please get rid of this in the sim modes in the > > final...or start a patch now to do it!! :) > > > > AI: ?/10 > > > > Haven't played it enough to really assess, but seems quite good so farQuoted text (15 lines)
> > and pass the AI with ease at the realistic settings. I cannot catch and > > pass the AI in N3 at 100% with ease at any track, though at a couple of > > tracks it is a bit easier than at others. So speed is it a bit shaky in > the > > demo (I am sure it will be fully adjustable in the final), but the > > intelligence seems good. > > > > OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing sim > > fan. I would say second only to GPL (and that's exactly what I expected > it > > to be). > > > > ONLY MAJOR GRIPES: > > > > Sound: missing sounds, weak sounds, lack of directional sound cuesQuoted text (10 lines)
> > sure all events have corresponding FFB. > > > > The lack of aural and tactile feedback when you are scraping paint in > heavy > > traffic is the biggest illustration of the above. Please try to improve > > this as it again reeks of an arcadish slam-bam thing. > > > > WISHES: > > > > Indy and Pocono, but we can live without those if the rest of the titleQuoted text (11 lines)
> > great. Hopefully, fans will be able to create them.... > > The heavy-duty sim-freak flag and pitting variations and rules and > options. > > Again, I can live without that if the rest of the stuff is there, but it > > better be in NH2! > > > > Marc. > > > > -- > > >Quoted text (7 lines)
> > Marc Collins > > [email hidden] > > > > Your mouse has moved. Windows must be restarted for the change > > to take effect. Reboot now? > > >Can I drive my own car in the pit lane?
Marc.
"Scott Moore" <[email hidden]> wrote in message
news:[email hidden]...
> All the pitting options are there, Marc- use the F8 key to scroll thru the
> adjustments you want the crew to make. 0,2, or 4 tires, full fuel orsplash
> 'n go, damage repair, and wedge can all be changed, IIRC.
> I hadn't even looked for the flag options in the demo, but in the betathere
a
"medium"
> > skill level for opponents, but let's assume that's a demo-only thing.The
> > drafting at Daytona scenario is a bit too contrived for me, so I quitthat
> > cycle of the game. Full race rules and options and flags and pittingare
> > not in the game (the full version), so it gets a 9/10 from me...but
> > otherwise it looks like it will all be there.
> >
> > SOUND: 5/10
> >
> > Sounds way too much like a Viper. Sound is not particularly highquality
> on
> > 16-bit. Sound is too quiet. No ability to mix the individual soundslike
> > engine vs. tire squeal, etc. Some sounds seem to be missing likebumping
> > another car. Scraping the wall and torturing the car sounds are soquiet
> as
> > to be unbelievable. The engine sound and tire squeal are too quiet
> relative
> > to the wind, crowd and gear change sounds. Sorry, but the sound ispretty
higher
or
> > get bumped by them? Not enough tweaking sliders to customise the feel.
> > There is a huge steering flaw, however. Despite having a clearly marked
> > steering ratio setting in the garage, the car (a la VR) will ignore that
> > setting and almost spin on it's own axis with front wheels turned atabout
n
> > the AI department. I am about to test it at custom 110% because I amnot
> > sure whether that setting is really doing anything. It keeps resetting
> back
> > to medium and I hope it is on medium when I am playing because I cancatch
really
> > hurt the realism/immersion factor.
> > Steering/FFB: dump the spin on a dime arcade steering in sim mode andmake
is
****************************************************************************
****************************************************************************
> >
> >
> >
>
>
Quoted text (15 lines)
> are both yellow and black flags. > > -- > Scott Moore > The Sports Gaming Network > http://www.sports-gaming.com > > "Where are we going, and why are we in a handbasket?" > > > Marc Collins <[email hidden]> wrote in message > news:awel5.45$o%[email hidden]... > > Hi all, > > > > First off, despite a few flaws (that hopefully can be patched), this isQuoted text (14 lines)
> > must-buy. An excellent effort that addresses the concerns of our group > (big > > surprise since the developers actually took the time to respond to us). > > > > In summary, this is Viper Racing with better graphics and more game play > > options, using WC cars on WC tracks, so you can assess it based on how > much > > you liked VR. > > > > GAMEPLAY/OPTIONS: 9/10 > > > > Everything is there from the beginner to the hard core sim freak...you > can't > > ask for more than that. The demo seems to keep resetting back toQuoted text (9 lines)
> > disappointing. > > > > GRAPHICS: 9/10 > > > > Other than the strange behaviour of the resolution options changing from > one > > loading of the game to another sometimes, the graphics are great. They > are > > not of the realistic-type that N4 seems to be going for, but at theQuoted text (19 lines)
> > resolutions are quite lovely. They look pretty blocky at 640, but are > > amazing at 1280. The replays are gorgeous at the higher resolutions as > > well. Frame rate (according to the in-game test) is good, too. > > > > PHYSICS: 8/10 > > > > Tweaked Viper. Takes a bit of struggle to get all of the settings > switched > > over to realistic, but once there the game is quite nice. I would say > it's > > half way between VR and GPL, which means it's by for the best NASCAR sim > > available today. > > > > FFB STEERING: 7/10 (if bug fixed) > > > > Tweaked Viper Racing (again). The FFB is good in many ways, but some > forces > > seem to be missing (like with the sound). Feel is again about half way > > between GPL and VR. Why can't I feel anything when I bump another carQuoted text (9 lines)
> > 85 degrees. This is fine for an arcade game, or even the arcadish modes > in > > NH, but it should be eliminated for the sim. modes. It really ruins the > > realism for me. Ed, please get rid of this in the sim modes in the > > final...or start a patch now to do it!! :) > > > > AI: ?/10 > > > > Haven't played it enough to really assess, but seems quite good so far iQuoted text (15 lines)
> > and pass the AI with ease at the realistic settings. I cannot catch and > > pass the AI in N3 at 100% with ease at any track, though at a couple of > > tracks it is a bit easier than at others. So speed is it a bit shaky in > the > > demo (I am sure it will be fully adjustable in the final), but the > > intelligence seems good. > > > > OVERALL: A must-buy for any NASCAR fan and a must-buy for any racing sim > > fan. I would say second only to GPL (and that's exactly what I expected > it > > to be). > > > > ONLY MAJOR GRIPES: > > > > Sound: missing sounds, weak sounds, lack of directional sound cuesQuoted text (10 lines)
> > sure all events have corresponding FFB. > > > > The lack of aural and tactile feedback when you are scraping paint in > heavy > > traffic is the biggest illustration of the above. Please try to improve > > this as it again reeks of an arcadish slam-bam thing. > > > > WISHES: > > > > Indy and Pocono, but we can live without those if the rest of the titleQuoted text (11 lines)
> > great. Hopefully, fans will be able to create them.... > > The heavy-duty sim-freak flag and pitting variations and rules and > options. > > Again, I can live without that if the rest of the stuff is there, but it > > better be in NH2! > > > > Marc. > > > > -- > > >Quoted text (7 lines)
> > Marc Collins > > [email hidden] > > > > Your mouse has moved. Windows must be restarted for the change > > to take effect. Reboot now? > > >I have all the realism settings maxed out to the simulation end of the
scale.
Marc.
"L_NiN0" <[email hidden]> wrote in message
news:Rffl5.152526$[email hidden]...
> Marc - do you have your realism set to Nornal mode? Normal mode (akaArcade)
> is setup to do exactly what you described. The AI is set to adjust to your
> skill level thus always keeping you in the 'pack'. This illiminates theneed
> for an AI adjustment option in Normal mode becuase they adjust
> automatically.
>
> Try setting realism to Expert or read on how to hack in the Hardcore(best)
> mode and you will find a pleasent surprise...or you may just be reallygood?
at
in
> previews. Indy and Poco are not included because of agreements with other
> organizations. Supposedly the agreements will be null when released for
> consol systems so maybe at that time they will release an update withthese
> two tracks for the PC. Hopefull users will be able to create add-ons for
> this in the mean time.
>
> Oh, Ed if your listening...how about this for a marketing idea -
> Release the tracks for FREE right about the same time N4 is about to hitthe
stuck
> in
> > the mode where they slow down to keep you in the middle of the pack
> (either
> > that or some WC team should sign me up immediately)...I would love totest
been
is
> a
> > > must-buy. An excellent effort that addresses the concerns of ourgroup
> > (big
> > > surprise since the developers actually took the time to respond tous).
> > >
> > > In summary, this is Viper Racing with better graphics and more gameplay
from
> > one
> > > loading of the game to another sometimes, the graphics are great.They
> > are
> > > not of the realistic-type that N4 seems to be going for, but at the
> higher
> > > resolutions are quite lovely. They look pretty blocky at 640, but are
> > > amazing at 1280. The replays are gorgeous at the higher resolutionsas
sim
way
> > > between GPL and VR. Why can't I feel anything when I bump another car
> or
> > > get bumped by them? Not enough tweaking sliders to customise thefeel.
> > > There is a huge steering flaw, however. Despite having a clearlymarked
> > > steering ratio setting in the garage, the car (a la VR) will ignorethat
> > > setting and almost spin on it's own axis with front wheels turned at
> about
> > > 85 degrees. This is fine for an arcade game, or even the arcadishmodes
> > in
> > > NH, but it should be eliminated for the sim. modes. It really ruinsthe
resetting
> > back
> > > to medium and I hope it is on medium when I am playing because I can
> catch
> > > and pass the AI with ease at the realistic settings. I cannot catchand
> > > pass the AI in N3 at 100% with ease at any track, though at a coupleof
> > > tracks it is a bit easier than at others. So speed is it a bit shakyin
> > the
> > > demo (I am sure it will be fully adjustable in the final), but the
> > > intelligence seems good.
> > >
> > > OVERALL: A must-buy for any NASCAR fan and a must-buy for any racingsim
> > > fan. I would say second only to GPL (and that's exactly what Iexpected
improve
> > > this as it again reeks of an arcadish slam-bam thing.
> > >
> > > WISHES:
> > >
> > > Indy and Pocono, but we can live without those if the rest of thetitle
> is
> > > great. Hopefully, fans will be able to create them....
> > > The heavy-duty sim-freak flag and pitting variations and rules and
> > options.
> > > Again, I can live without that if the rest of the stuff is there, butit
****************************************************************************
****************************************************************************
Quoted text (7 lines)
> > Driving in Normal mode at Daytona produces 6 laps of 2 and 3 wide. Go to > expert mode and they start to spread out with the front runners working in > small single file groups...much cooler. > > I too am hoping the damage model is stuck someplace in arcade mode also. > Hmmm, break loose at Daytona off turn two and spin into the infield wallQuoted text (7 lines)
> about 130mph and my race should be over...instead, I drive right away. > > Check below for a Daytona hack from d0le that will allow you to run 6 laps > in race mode at Daytona. > > I also believe the final game will include all flag and penalty options > along with several pitting and driving options from what Ive read onlineQuoted text (11 lines)
> market to take away some of its glory. > -OR- > Create an expansion pack with new Beat the Heat/Pro scenarios, additional > drivers and the two missing tracks which you can release to coencide with > the release of N4 again thwarting there efforts to steal the NASCAR > spotlight all for themselves. > > > Marc Collins <[email hidden]> wrote in message > news:fOel5.145020$[email hidden]... > > AI: after testing at 105% (the max.) can conclude that they must beQuoted text (11 lines)
> > the game with the sim. AI. > > > > DAMAGE: forgot to mention this in my original post. I can again only > assume > > that the game is stuck in acrade damage mode. You can eventually wreck > your > > car visually and operationally, but it reminds me of the Rally > Championship > > discussions: how many times do you have to ram your car in to a tree at > 150 > > km/h before it will no longer drive away after the impact? This hasQuoted text (10 lines)
> > addressed in the 6th patch (6 or 8 months after release)...so let's hope > > that this is another demo-only issue. > > > > Marc. > > > > "Marc Collins" <[email hidden]> wrote in message > > news:awel5.45$o%[email hidden]... > > > Hi all, > > > > > > First off, despite a few flaws (that hopefully can be patched), thisQuoted text (40 lines)
> > > options, using WC cars on WC tracks, so you can assess it based on how > > much > > > you liked VR. > > > > > > GAMEPLAY/OPTIONS: 9/10 > > > > > > Everything is there from the beginner to the hard core sim freak...you > > can't > > > ask for more than that. The demo seems to keep resetting back to > "medium" > > > skill level for opponents, but let's assume that's a demo-only thing. > The > > > drafting at Daytona scenario is a bit too contrived for me, so I quit > that > > > cycle of the game. Full race rules and options and flags and pitting > are > > > not in the game (the full version), so it gets a 9/10 from me...but > > > otherwise it looks like it will all be there. > > > > > > SOUND: 5/10 > > > > > > Sounds way too much like a Viper. Sound is not particularly high > quality > > on > > > 16-bit. Sound is too quiet. No ability to mix the individual sounds > like > > > engine vs. tire squeal, etc. Some sounds seem to be missing like > bumping > > > another car. Scraping the wall and torturing the car sounds are so > quiet > > as > > > to be unbelievable. The engine sound and tire squeal are too quiet > > relative > > > to the wind, crowd and gear change sounds. Sorry, but the sound is > pretty > > > disappointing. > > > > > > GRAPHICS: 9/10 > > > > > > Other than the strange behaviour of the resolution options changingQuoted text (9 lines)
> > > well. Frame rate (according to the in-game test) is good, too. > > > > > > PHYSICS: 8/10 > > > > > > Tweaked Viper. Takes a bit of struggle to get all of the settings > > switched > > > over to realistic, but once there the game is quite nice. I would say > > it's > > > half way between VR and GPL, which means it's by for the best NASCARQuoted text (7 lines)
> > > available today. > > > > > > FFB STEERING: 7/10 (if bug fixed) > > > > > > Tweaked Viper Racing (again). The FFB is good in many ways, but some > > forces > > > seem to be missing (like with the sound). Feel is again about halfQuoted text (10 lines)
> > > realism for me. Ed, please get rid of this in the sim modes in the > > > final...or start a patch now to do it!! :) > > > > > > AI: ?/10 > > > > > > Haven't played it enough to really assess, but seems quite good so far > in > > > the AI department. I am about to test it at custom 110% because I am > not > > > sure whether that setting is really doing anything. It keepsQuoted text (15 lines)
> > it > > > to be). > > > > > > ONLY MAJOR GRIPES: > > > > > > Sound: missing sounds, weak sounds, lack of directional sound cues > really > > > hurt the realism/immersion factor. > > > Steering/FFB: dump the spin on a dime arcade steering in sim mode and > make > > > sure all events have corresponding FFB. > > > > > > The lack of aural and tactile feedback when you are scraping paint in > > heavy > > > traffic is the biggest illustration of the above. Please try toQuoted text (8 lines)
> > > better be in NH2! > > > > > > Marc. > > > > > > -- > > > > > >Quoted text (8 lines)
> > > Marc Collins > > > [email hidden] > > > > > > Your mouse has moved. Windows must be restarted for the change > > > to take effect. Reboot now? > > > > > >Quoted text (7 lines)
> > > > > > > > > > > > > > >Nice review, however, I disagree with 2 of your statements:
> PHYSICS: 8/10
>
>I would say it's
> half way between VR and GPL, which means it's by for the best NASCAR sim
> available today.
I did not try the 'hardcore' mode until now, but with 'expert' setting I
would say it comes no way near VR and GPL, I'd rather say: it's near N3.
> FFB STEERING: 7/10 (if bug fixed)
> Feel is again about half way
> between GPL and VR.
Again at least ATM the FF is nowhere near Viper (with my Saitek), I am in
fact rather disappointed about the FF because I loved Viper's so much.
Maybe the FF could be improved via 'options.cfg'. There are some interesting
entries concerning FF.
Did anyone already tweak around with those options?
These are the settings in my 'options.cfg' ATM (having only used the in-game
sliders until now):
ff_deadband_width 0.150000
ff_inband_damping 0.300000
ff_inband_spring 1.000000
ff_outband_damping 0.100000
ff_outband_spring 1.000000
ff_torque_gain 1.000000
CU
Zolli
You're just too good... I can't even beat those "medium" guys (hardcore
reaslism and "advanced" setup). Can qualify top 5 , but usually end up in
10th-14th place... them guys just kill me in the turns.
It's going to take a lot of time to make the car handle the way I'd like it
to handle, or, if I can't acchieve that, to change my driving style.
I genuinely like this sim though. Here's hoping the release version will
support control axis being on seperate controllers and a less forgiving
damage model.
Jan.
=---
Marc Collins wrote...
> AI: after testing at 105% (the max.) <snip>
Physics more like N3?
Did you run the right game?
:)
-Larry
"Guenter Zollfrank" <[email hidden]> wrote in message
news:8n4mb5$2aaj$[email hidden]...
interesting
> entries concerning FF.
> Did anyone already tweak around with those options?
>
> These are the settings in my 'options.cfg' ATM (having only used thein-game
Quoted text (20 lines)
> Nice review, however, I disagree with 2 of your statements: > > > PHYSICS: 8/10 > > > >I would say it's > > half way between VR and GPL, which means it's by for the best NASCAR sim > > available today. > > I did not try the 'hardcore' mode until now, but with 'expert' setting I > would say it comes no way near VR and GPL, I'd rather say: it's near N3. > > > FFB STEERING: 7/10 (if bug fixed) > > > Feel is again about half way > > between GPL and VR. > > Again at least ATM the FF is nowhere near Viper (with my Saitek), I am in > fact rather disappointed about the FF because I loved Viper's so much. > > Maybe the FF could be improved via 'options.cfg'. There are someQuoted text (12 lines)
> sliders until now): > ff_deadband_width 0.150000 > ff_inband_damping 0.300000 > ff_inband_spring 1.000000 > ff_outband_damping 0.100000 > ff_outband_spring 1.000000 > ff_torque_gain 1.000000 > > CU > Zolli > >
FF is fantastic with the ActLabs Force RS, every bit as good as Viper
IMHO. Must be a real treat for those with the shifter as well.
eejit
On Sun, 13 Aug 2000 01:20:52 +0200, "Guenter Zollfrank"
><[email hidden]> wrote:
>Again at least ATM the FF is nowhere near Viper (with my Saitek), I am in
>fact rather disappointed about the FF because I loved Viper's so much.
[email hidden]


































