lol. That's really cool !
Todd
★ Landmark threadEd Martin explains NASCAR Heat development and features
News that NASCAR Heat's tracks were modelled from satellite imagery prompted questions about accuracy. Hasbro Interactive executive producer Ed Martin, formerly of Papyrus, explained that track data was hard to get before licences were signed, that Monster Games was the lead developer with Blue Fang Games involved, and that Bobby Labonte supplied in-car race tapes. He also answered questions on pit strategy, 3D cockpits, black flags and online play, and Monster Games' Dave Pollatsek hinted that auto-pit might be a hidden feature.
With Ed Martin (Hasbro Interactive); Dave Pollatsek (Monster Games)
Automated summary.
WOW!!! Check this out
http://www.dailyradar.com/news/game_news_2775.html
lol. That's really cool !
Todd
>WOW!!! Check this out
Hmmm.... I would think it more accurate to just send a survey crew to
the tracks with artists and photographers.... Surprising they'll be able to
get accurate enough physics with a top-down start. If they had the
blueprints, why bother with the satellite at all? Just seems fishy to me
they'd be so accurate but STILL they use all the other "cross-checks." Not
to say double-checking isn't a GOOD idea when it comes to track accuracy.
I'm crossing my fingers on it and plan to jump on the demo ASAP.
Gunner
WOW!!! Check this out
http://www.dailyradar.com/news/game_news_2775.html
Very Cool. I guess Bobby Labonte won't have his picure in NR4 now ;)
--David Cook
In article <[email hidden]>, [email hidden] wrote...
> WOW!!! Check this out
>
> http://www.dailyradar.com/news/game_news_2775.html
>
WOW! I've always been impressed with Papy's thoroughness, but that's
even more impressive! Apparently they have an impressive development
budget (or have in the past) if they've been able to send people to do
on-site pictures and such. This level of thoroughness explains the
long lead time on a lot of titles.
Still, what MGI is doing on Heat is no less thorough in its own way --
on-site visits are great, but unless you take surveyors and do an on-
site survey of each track, I doubt you could do much better for general
dimensions, turn radii, etc., than with blueprints and satellite
photos.
Kudos to Papy, though -- I didn't meant to imply that they weren't
thorough, I just wanted to point out that all developers suffer from
similar problems in obtaining data.
In article <1CWN4.150128$[email hidden]>,
"Pete" <[email hidden]> wrote:
$lsv$[email hidden]...
> > Sure, send a survey crew -- and Hasbro would have to market it as a
> > $150 title (as if prices aren't high enough already). Good idea,but
> > most developers can't afford that kind of outlay, and mostpublishers
> > won't put up the money to make it happen. Most tracks wouldn'tallow a
"Heat"
Sent via Deja.com http://www.deja.com/
Before you buy.
Quoted text (15 lines)
> John, from what I saw with GPL they must have been able to get > their hands of a fair bit of data. We were looking at pictures and > artists renderings as we walked and snooped about. > With Nascar they do send a team out to take pictures and > measurements. > By the way we had to sit on the GPL news for a long time > as it was 2 years before the game was released and it had > been a year under development at that point. I wonder how > long the games are under development these days in comparison. > Some of the last releases from Papy, Nascar 99 and N3 only > took several months do! > > Pete > > <[email hidden]> wrote in message news:8e9a04Quoted text (9 lines)
> > survey crew in the first place, either. > > > > Also, I thought the article said they got the satellite pics first, > > then later they were able to obtain the blueprints. Lucky they were > > able to get the blueprints at all -- the track gods must have been > > feeling benevolent (ever tried to work with some of these track > > owners?). > > > > And, before we sprain something jumping to the conclusion thatQuoted text (8 lines)
> > will be rife with inaccuracies, does anybody have any idea how much > > data Papy was able to obtain for their various NASCAR titles, or for > > GPL? My guess is that MGI has been AT LEAST as thorough as Papy. > > > > -- JB > > > >Sure, send a survey crew -- and Hasbro would have to market it as a
$150 title (as if prices aren't high enough already). Good idea, but
most developers can't afford that kind of outlay, and most publishers
won't put up the money to make it happen. Most tracks wouldn't allow a
survey crew in the first place, either.
Also, I thought the article said they got the satellite pics first,
then later they were able to obtain the blueprints. Lucky they were
able to get the blueprints at all -- the track gods must have been
feeling benevolent (ever tried to work with some of these track
owners?).
And, before we sprain something jumping to the conclusion that "Heat"
will be rife with inaccuracies, does anybody have any idea how much
data Papy was able to obtain for their various NASCAR titles, or for
GPL? My guess is that MGI has been AT LEAST as thorough as Papy.
-- JB
In article <7QKN4.1411$[email hidden]>,
"Don Hancock (\"Gunner\")" <[email hidden]> wrote:
> [email hidden] wrote in message ...
> >WOW!!! Check this out
>
> Hmmm.... I would think it more accurate to just send a surveycrew to
> the tracks with artists and photographers.... Surprising they'll beable to
> get accurate enough physics with a top-down start. If they had the
> blueprints, why bother with the satellite at all? Just seems fishyto me
> they'd be so accurate but STILL they use all the other "cross-checks." Not
> to say double-checking isn't a GOOD idea when it comes to trackaccuracy.
> I'm crossing my fingers on it and plan to jump on the demo ASAP.
>
> Gunner
>
>
Sent via Deja.com http://www.deja.com/
Before you buy.
Don, the reason they didn't do what you suggest was they hadn't
obtained legal rights to do so. But they needed to get the correct
dimensions in order to start work on the game. When I visited
Papyrus they had a board posted with all the drivers, car manufacturers,
sponsors, advertisers and tracks. As they received permission they were
checked off. Some took a very long time to negotiate and weren't received
right up until the game went gold. For them to have waited until they had
gotten the rights, the game would have taken months longer to do.
In fact with Papyrus they had tracks done that weren't in the official
release of the game. They got to play them in house(as did a few select
friends) but we didn't get to see them officially.
Pete
> >WOW!!! Check this out
> Hmmm.... I would think it more accurate to just send a survey crew to
> the tracks with artists and photographers.... Surprising they'll be able to
> get accurate enough physics with a top-down start. If they had the
> blueprints, why bother with the satellite at all? Just seems fishy to me
> they'd be so accurate but STILL they use all the other "cross-checks." Not
> to say double-checking isn't a GOOD idea when it comes to track accuracy.
> I'm crossing my fingers on it and plan to jump on the demo ASAP.
> Gunner
Celebrity Chest Match? Cool game... :-p
John, from what I saw with GPL they must have been able to get
their hands of a fair bit of data. We were looking at pictures and
artists renderings as we walked and snooped about.
With Nascar they do send a team out to take pictures and
measurements.
By the way we had to sit on the GPL news for a long time
as it was 2 years before the game was released and it had
been a year under development at that point. I wonder how
long the games are under development these days in comparison.
Some of the last releases from Papy, Nascar 99 and N3 only
took several months do!
Pete
<[email hidden]> wrote in message news:8e9a04$lsv$[email hidden]...
Quoted text (19 lines)
> Sure, send a survey crew -- and Hasbro would have to market it as a > $150 title (as if prices aren't high enough already). Good idea, but > most developers can't afford that kind of outlay, and most publishers > won't put up the money to make it happen. Most tracks wouldn't allow a > survey crew in the first place, either. > > Also, I thought the article said they got the satellite pics first, > then later they were able to obtain the blueprints. Lucky they were > able to get the blueprints at all -- the track gods must have been > feeling benevolent (ever tried to work with some of these track > owners?). > > And, before we sprain something jumping to the conclusion that "Heat" > will be rife with inaccuracies, does anybody have any idea how much > data Papy was able to obtain for their various NASCAR titles, or for > GPL? My guess is that MGI has been AT LEAST as thorough as Papy. > > -- JB >Celebrity Chest Match? Cool game... :-p
<[email hidden]> schreef in berichtnieuws
[email hidden]...
> WOW!!! Check this out
>
> http://www.dailyradar.com/news/game_news_2775.html
John, GPL was started pre-Sierra and that may account for the
throughness! When I visited it was shortly after the takeover and
things were already changing for the worse. The exodus of employees
had begun and IMHO I don't think they will ever repeat the greatness
of Indy Car, Nascar 1 and GPL. The budget constraints imposed by
the suits at Sierra has played a major role in their lackluster advances
since GPL. As it was told to me they can't afford the big budget required
in order to hang onto the existing talent they had and/or bringing in those
who had the credentials to make giant strides. Thats not so say things
can't change in the future but as soon as they have schooled a newbie
into what is required chances are they will move on. They seem to be
fixated with hiring foreign talent and paying them a fraction of what
they would have to pay North American talent in house.
I have great hope from what will be accomplished by the former
Papy employees that did such a terrific job in the past, now that they don't
have the same budgetary and creative restraints placed on them.
Perhaps, Papy will prove me wrong with their work on N4 and I hope
they do!
Pete
<[email hidden]> wrote in message news:8e9mnf$4nc$[email hidden]...
Quoted text (16 lines)
> WOW! I've always been impressed with Papy's thoroughness, but that's > even more impressive! Apparently they have an impressive development > budget (or have in the past) if they've been able to send people to do > on-site pictures and such. This level of thoroughness explains the > long lead time on a lot of titles. > > Still, what MGI is doing on Heat is no less thorough in its own way -- > on-site visits are great, but unless you take surveyors and do an on- > site survey of each track, I doubt you could do much better for general > dimensions, turn radii, etc., than with blueprints and satellite > photos. > > Kudos to Papy, though -- I didn't meant to imply that they weren't > thorough, I just wanted to point out that all developers suffer from > similar problems in obtaining data. >You got it, Pete. We started on NASCAR Heat early last year and we
didn't have time to waste while all the licensing for all the tracks
was done. For the most part, the tracks aren't willing to give out
technical data until an agreement is signed - I really can't blame
them. So, we had to look elsewhere for the data.
The funny thing is, the detail available through satellite data tends
to be more accurate than what the tracks themselves can offer. A lot
of these facilities are older & they've gone through a lot of
modifcations through the years. Trying to go through multiple years
worth of plans is a pretty difficult endeavor.
So, that (satellites) gave us the top down dimensions, then it was off
to create it in 3D. There are lots of places to get that data as
well. The tougher part is to nail down the transitions - straights to
corners, apron, etc.. That's where Bobby Labonte was able to help out
a lot.
And yes, we sure did go out & check out the tracks in person. I wish
I had had the foresight to buy some Kodak stock based on all the
photos we've taken!
In the end, though, no matter how much we look at a track in person,
photgraph it or sort through Soviet spy satellite data, there's no
better way to make a track realistic than to work with someone like
Bobby Labonte who has quite literally driven thousands of laps and
thousands of miles on these tracks. I think you'll like the result!
On Thu, 27 Apr 2000 08:01:17 GMT, "Pete" <[email hidden]> wrote:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (36 lines)
> Don, the reason they didn't do what you suggest was they hadn't >obtained legal rights to do so. But they needed to get the correct >dimensions in order to start work on the game. When I visited >Papyrus they had a board posted with all the drivers, car manufacturers, >sponsors, advertisers and tracks. As they received permission they were >checked off. Some took a very long time to negotiate and weren't received >right up until the game went gold. For them to have waited until they had >gotten the rights, the game would have taken months longer to do. > In fact with Papyrus they had tracks done that weren't in the official >release of the game. They got to play them in house(as did a few select >friends) but we didn't get to see them officially. > > Pete > > >"Don Hancock ("Gunner")" <[email hidden]> wrote in message >news:7QKN4.1411$[email hidden]... >> [email hidden] wrote in message ... >> >WOW!!! Check this out >> >> >> Hmmm.... I would think it more accurate to just send a survey crew to >> the tracks with artists and photographers.... Surprising they'll be able >to >> get accurate enough physics with a top-down start. If they had the >> blueprints, why bother with the satellite at all? Just seems fishy to me >> they'd be so accurate but STILL they use all the other "cross-checks." >Not >> to say double-checking isn't a GOOD idea when it comes to track accuracy. >> I'm crossing my fingers on it and plan to jump on the demo ASAP. >> >> Gunner >> >> > >Ed:
What can you divulge about the physics engine? Your name seems kind of
familiar from hawaian days.
Thanks,
Mark E. Mooney
Ed Martin wrote:
Quoted text (71 lines)
> You got it, Pete. We started on NASCAR Heat early last year and we > didn't have time to waste while all the licensing for all the tracks > was done. For the most part, the tracks aren't willing to give out > technical data until an agreement is signed - I really can't blame > them. So, we had to look elsewhere for the data. > > The funny thing is, the detail available through satellite data tends > to be more accurate than what the tracks themselves can offer. A lot > of these facilities are older & they've gone through a lot of > modifcations through the years. Trying to go through multiple years > worth of plans is a pretty difficult endeavor. > > So, that (satellites) gave us the top down dimensions, then it was off > to create it in 3D. There are lots of places to get that data as > well. The tougher part is to nail down the transitions - straights to > corners, apron, etc.. That's where Bobby Labonte was able to help out > a lot. > > And yes, we sure did go out & check out the tracks in person. I wish > I had had the foresight to buy some Kodak stock based on all the > photos we've taken! > > In the end, though, no matter how much we look at a track in person, > photgraph it or sort through Soviet spy satellite data, there's no > better way to make a track realistic than to work with someone like > Bobby Labonte who has quite literally driven thousands of laps and > thousands of miles on these tracks. I think you'll like the result! > > On Thu, 27 Apr 2000 08:01:17 GMT, "Pete" <[email hidden]> wrote: > > > Don, the reason they didn't do what you suggest was they hadn't > >obtained legal rights to do so. But they needed to get the correct > >dimensions in order to start work on the game. When I visited > >Papyrus they had a board posted with all the drivers, car manufacturers, > >sponsors, advertisers and tracks. As they received permission they were > >checked off. Some took a very long time to negotiate and weren't received > >right up until the game went gold. For them to have waited until they had > >gotten the rights, the game would have taken months longer to do. > > In fact with Papyrus they had tracks done that weren't in the official > >release of the game. They got to play them in house(as did a few select > >friends) but we didn't get to see them officially. > > > > Pete > > > > > >"Don Hancock ("Gunner")" <[email hidden]> wrote in message > >news:7QKN4.1411$[email hidden]... > >> [email hidden] wrote in message ... > >> >WOW!!! Check this out > >> > >> > >> Hmmm.... I would think it more accurate to just send a survey crew to > >> the tracks with artists and photographers.... Surprising they'll be able > >to > >> get accurate enough physics with a top-down start. If they had the > >> blueprints, why bother with the satellite at all? Just seems fishy to me > >> they'd be so accurate but STILL they use all the other "cross-checks." > >Not > >> to say double-checking isn't a GOOD idea when it comes to track accuracy. > >> I'm crossing my fingers on it and plan to jump on the demo ASAP. > >> > >> Gunner > >> > >> > > > > > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Ed Martin > Executive Producer > Hasbro InteractiveIn article <[email hidden]>, [email hidden] wrote...
> What can you divulge about the physics engine?
Looks to me like it's going to be a lot like Viper Racing...
--David Cook
I'm not too much into Nascar racing (never even heard of Bobby
Labonte), but this sounds very promising...
Andre
On Thu, 27 Apr 2000 20:58:21 GMT, [email hidden] (Ed Martin)
wrote:
<snip>
>In the end, though, no matter how much we look at a track in person,
>photgraph it or sort through Soviet spy satellite data, there's no
>better way to make a track realistic than to work with someone like
>Bobby Labonte who has quite literally driven thousands of laps and
>thousands of miles on these tracks. I think you'll like the result!
Ed, I can tell ya, that from what I've heard so far I'm truly salivating for
this sim. Let's hope your execution is as accurate as your portrayal. I
expect to enjoy it a lot.
One thing: will your pit position depend on your qualifying position?
Will the debris be interactive (can you cut a tire on a fender)?
Will the flagman be animated (I really like that in N3)?
Will we be able to drive custom cars? Any chance at trucks?
Daytona? Brickyard?
Gunner
Ed, sorry I never got to meet you when I took the tour but
you guys were busy at the time. But I know from talking with
some of your former co-workers how commited you were to
getting things done and I am looking forward to the end product
from you new digs!
I am very glad to hear of the work between Bobby and yourself!
The biggest complaint I have heard from real drivers is the lack of
communication between the sim company and themselves once they
have their name on the product they are endorsing. In the beta testing
groups I have been involved in it has always been a challenge to get
the company to listen to us the beta testers on what should or shouldn't
be in a game from numerous points of view. Sometimes the politics in
dealing with management is more challenging than the sim itself! :-)
One thing I have never seen before mentioned in all the "debating"
that goes on here when they talk about how realistic the tracks in any
game looks, is the difference between how a track looks live compared
to an incar video shot! After shooting some in car action with a video
camera riding shotgun and comparing it to what I saw with my eyes I was
somewhat shocked at the difference because of the eyes depth perception
ability I would assume.
Pete
"Ed Martin" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (34 lines)
> You got it, Pete. We started on NASCAR Heat early last year and we > didn't have time to waste while all the licensing for all the tracks > was done. For the most part, the tracks aren't willing to give out > technical data until an agreement is signed - I really can't blame > them. So, we had to look elsewhere for the data. > > The funny thing is, the detail available through satellite data tends > to be more accurate than what the tracks themselves can offer. A lot > of these facilities are older & they've gone through a lot of > modifcations through the years. Trying to go through multiple years > worth of plans is a pretty difficult endeavor. > > So, that (satellites) gave us the top down dimensions, then it was off > to create it in 3D. There are lots of places to get that data as > well. The tougher part is to nail down the transitions - straights to > corners, apron, etc.. That's where Bobby Labonte was able to help out > a lot. > > And yes, we sure did go out & check out the tracks in person. I wish > I had had the foresight to buy some Kodak stock based on all the > photos we've taken! > > In the end, though, no matter how much we look at a track in person, > photgraph it or sort through Soviet spy satellite data, there's no > better way to make a track realistic than to work with someone like > Bobby Labonte who has quite literally driven thousands of laps and > thousands of miles on these tracks. I think you'll like the result! > > > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Ed Martin > Executive Producer > Hasbro InteractiveOn Fri, 28 Apr 2000 00:16:24 GMT, Mark Mooney <[email hidden]>
wrote:
Yup, I'm the same guy from way back then at Papyrus.
Monster Games is our lead developer on NASCAR Heat. Also involved is
Blue Fang Games which was founded by Adam Levesque & John Wheeler
(Producer & Lead Engineer respectively for N1 & N2).
Certainly, the knoweldge base from MGI's Viper Racing was the
foundation for the Heat physics engine. Heat is pretty much all brand
new, though. It was built from the ground up to be for NASCAR - which
is obviously a pretty unique form of racing.
There are 2 main modes in Heat - Normal Mode & Expert Mode. Expert
Mode is a full-out sim in all of it's 3D glory. Normal Mode is a
combination of Expert Mode physics with a lot of help turned on, as
well as adaptive AI which allows users of just about any skill level
to race. It adjusts to the player throughout the race to make sure
the racing experience is awesome. So, think of Expert Mode as the
driving simulation, where Normal Mode is the racing experience for the
rest of the folks out there.
This group is called rec.autos.simulators, not rec.autos.normal_mode,
so I imagne y'all are going to be most interested & adicted to! :-)
--ed.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (7 lines)
>Ed: > What can you divulge about the physics engine? Your name seems kind of >familiar from hawaian days. > > >Thanks, >Mark E. MooneyOn Fri, 28 Apr 2000 13:36:45 GMT, "Pete" <[email hidden]> wrote:
I agree on the "in-car" vs the "on TV". Again, that's where Bobby
Labonte really contributed big time. He was able to provide us with
the in-car tapes from all of his races over the past 3 years. This is
stuff that the teams record, review & archive, but you never really
see much of it on TV. I'll tell you what, watching an entire race
from a camera mounted just next to Bobby's head gives you an
*entirely* different perpective on the race - not only the track, but
the racing action. Couple that video footage with the fact that we
relied on Bobby's thousands of miles & laps driven on all of these
tracks & what we ended up with is a new level of realism from the
perspective of the folks who know best, the Winston Cup drivers.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (21 lines)
> Ed, sorry I never got to meet you when I took the tour but >you guys were busy at the time. But I know from talking with >some of your former co-workers how commited you were to >getting things done and I am looking forward to the end product >from you new digs! > I am very glad to hear of the work between Bobby and yourself! >The biggest complaint I have heard from real drivers is the lack of >communication between the sim company and themselves once they >have their name on the product they are endorsing. In the beta testing >groups I have been involved in it has always been a challenge to get >the company to listen to us the beta testers on what should or shouldn't >be in a game from numerous points of view. Sometimes the politics in >dealing with management is more challenging than the sim itself! :-) > One thing I have never seen before mentioned in all the "debating" >that goes on here when they talk about how realistic the tracks in any >game looks, is the difference between how a track looks live compared >to an incar video shot! After shooting some in car action with a video >camera riding shotgun and comparing it to what I saw with my eyes I was >somewhat shocked at the difference because of the eyes depth perception >ability I would assume. >Ed, I can tell ya, that from what I've heard so far I'm truly salivating for
this sim. Let's hope your execution is as accurate as your portrayal. I
expect to enjoy it a lot.
One thing: will your pit position depend on your qualifying position?
Will the debris be interactive (can you cut a tire on a fender)?
Will the flagman be animated (I really like that in N3)?
Will we be able to drive custom cars? Any chance at trucks?
Daytona? Brickyard?
Gunner
The other thing the camera seems to do is give you a better
idea of elevation changes and undulations in the track surface
especially at a distance. It may not be as important on high
banked ovals but it certainly is on the road courses. The only
game that I have seen this effect in so far is F12000 and
regardless of what some in this NG thing of the game it is visually
impressive to see the elevation changes the way they have portrayed
them. I can't say whether these changes have been accurately modelled
but it would seem so.
Thanks for the input looking forward to the game!
Pete
"Ed Martin" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (22 lines)
> On Fri, 28 Apr 2000 13:36:45 GMT, "Pete" <[email hidden]> wrote: > > > > > I agree on the "in-car" vs the "on TV". Again, that's where Bobby > Labonte really contributed big time. He was able to provide us with > the in-car tapes from all of his races over the past 3 years. This is > stuff that the teams record, review & archive, but you never really > see much of it on TV. I'll tell you what, watching an entire race > from a camera mounted just next to Bobby's head gives you an > *entirely* different perpective on the race - not only the track, but > the racing action. Couple that video footage with the fact that we > relied on Bobby's thousands of miles & laps driven on all of these > tracks & what we ended up with is a new level of realism from the > perspective of the folks who know best, the Winston Cup drivers. > > > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Ed Martin > Executive Producer > Hasbro InteractiveIn article <[email hidden]>, [email hidden] (Ed Martin)
writes:
So does this mean that you won't be able to 'preset' your choices from the
track before you come in? Does the computer take over the car when you enter
pit road like in SCGT?
Eldred
--
Tiger Stadium R.I.P. 1912-1999
Own Grand Prix Legends? Goto http://gpl.gamestats.com/vroc
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (15 lines)
>>Ed, I can tell ya, that from what I've heard so far I'm truly salivating for >>this sim. Let's hope your execution is as accurate as your portrayal. I >>expect to enjoy it a lot. >>One thing: will your pit position depend on your qualifying position? > >Well, we've got it in there right now, but there are some game balance >mechanics to deal with. Of course, we allow the user to set what they >want done in the pits when they come in. Well, the best time to do >that is once you get into the entrance to the pits. But, if you >didn't run qualify, or if you qualified bad, you'll be in the last pit >stall - or the first one that you hit when you get into the lane. The >unfortunate twist is that it will be the poorer/less experienced >players that will end up at the end of pit row & it's those folks that >are more likely to need to adjust pit stop settings once they enter >the lane.Answers below...
On Fri, 28 Apr 2000 08:50:37 -0700, "Don Hancock (\"Gunner\")"
<[email hidden]> wrote:
>Ed, I can tell ya, that from what I've heard so far I'm truly salivating for
>this sim. Let's hope your execution is as accurate as your portrayal. I
>expect to enjoy it a lot.
>One thing: will your pit position depend on your qualifying position?
Well, we've got it in there right now, but there are some game balance
mechanics to deal with. Of course, we allow the user to set what they
want done in the pits when they come in. Well, the best time to do
that is once you get into the entrance to the pits. But, if you
didn't run qualify, or if you qualified bad, you'll be in the last pit
stall - or the first one that you hit when you get into the lane. The
unfortunate twist is that it will be the poorer/less experienced
players that will end up at the end of pit row & it's those folks that
are more likely to need to adjust pit stop settings once they enter
the lane.
>Will the debris be interactive (can you cut a tire on a fender)?
No, it will be visual, but not interactive.
>Will the flagman be animated (I really like that in N3)?
We're still in negotiation with the union. :-) Seriously, though,
yes, we'll have an animated flagman at the line in the tower as well
as the pits.
>Will we be able to drive custom cars? Any chance at trucks?
You'll absolutely be able to drive custom cars. A paint kit is built
into the game. As for trucks, not in this product - Winston Cup
vehicles & tracks only.
>Daytona? Brickyard?
No comment (yet)...
>
>Gunner
>
>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
On 01 May 2000 22:08:41 GMT, [email hidden] (EldredP) wrote:
No, You'll certainly be able to set your choices out on the track.
The gameplay concern I spoke about was in reference to people who
might not be nimble enough to drive and hit some function keys. :-)
[I've hit my share of walls trying to set 2 tires instead of 4... then
I've got to tell them to knock out the new dents I just put in the
right side!]
As for the computer taking control, that's a user-adjustable option.
You can turn "auto-pit" on or off...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (13 lines)
> >So does this mean that you won't be able to 'preset' your choices from the >track before you come in? Does the computer take over the car when you enter >pit road like in SCGT? > >Eldred >-- >Tiger Stadium R.I.P. 1912-1999 >Own Grand Prix Legends? Goto http://gpl.gamestats.com/vroc > >Never argue with an idiot. He brings you down to his level, then beats you >with experience... >Remove SPAM-OFF to reply.err... i worry autopit will have to be an "unsupported"/hidden feature even
if we get reamed for it in ras... but don't quote me on that!
"Ed Martin" <[email hidden]> wrote in message
news:[email hidden]...
> On 01 May 2000 22:08:41 GMT, [email hidden] (EldredP) wrote:
>
> >
> >So does this mean that you won't be able to 'preset' your choices fromthe
> >track before you come in? Does the computer take over the car when youenter
you
Quoted text (8 lines)
> >pit road like in SCGT? > > > >Eldred > >-- > >Tiger Stadium R.I.P. 1912-1999 > >Own Grand Prix Legends? Goto http://gpl.gamestats.com/vroc > > > >Never argue with an idiot. He brings you down to his level, then beatsQuoted text (22 lines)
> >with experience... > >Remove SPAM-OFF to reply. > > > > No, You'll certainly be able to set your choices out on the track. > The gameplay concern I spoke about was in reference to people who > might not be nimble enough to drive and hit some function keys. :-) > [I've hit my share of walls trying to set 2 tires instead of 4... then > I've got to tell them to knock out the new dents I just put in the > right side!] > > As for the computer taking control, that's a user-adjustable option. > You can turn "auto-pit" on or off... > > > > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Ed Martin > Executive Producer > Hasbro Interactive>Well, we've got it in there right now, but there are some game balance
>mechanics to deal with. Of course, we allow the user to set what they
personally I think it's VERY important from a gameplay point of view.
Would it maybe be possible to toggle pit options while in a "pause mode"
while on the track?
Unfortunate, but understandable....
THAT's a funny answer! Thanks.
Any chance for an addon for BGN or Trucks? personally I enjoy running
the trucks more than cars.
Hmmm...
A few more, please:
1) can we use a tophat to view left and right while driving? While I
agree that it will be difficult to execute at 200mph, I think there are
times when it's important.
2) Black Flags for "poor driving?" i.e. you hit the guy in front too
many times or spin him, you get a black flag. (togglable)
3) Visible cleanup crew?
4) Tow truck? Visible?
5) Winner's Circle?!
6) Money?
Gunner
(thank you SO much for caring enough to answer the questions of the
masses!!!!!!!!!)
Ed Martin wrote in message <[email hidden]>...
>Well, we've got it in there right now, but there are some game balance
>mechanics to deal with. Of course, we allow the user to set what they
personally I think it's VERY important from a gameplay point of view.
Would it maybe be possible to toggle pit options while in a "pause mode"
while on the track?
>
>>Will the debris be interactive (can you cut a tire on a fender)?
>
>No, it will be visual, but not interactive.
>
Unfortunate, but understandable....
>>Will the flagman be animated (I really like that in N3)?
>
>We're still in negotiation with the union. :-) Seriously, though,
>yes, we'll have an animated flagman at the line in the tower as well
>as the pits.
>
THAT's a funny answer! Thanks.
>Will we be able to drive custom cars? Any chance at trucks?
>
>You'll absolutely be able to drive custom cars. A paint kit is built
>into the game. As for trucks, not in this product - Winston Cup
>vehicles & tracks only.
>
Any chance for an addon for BGN or Trucks? personally I enjoy running
the trucks more than cars.
>>Daytona? Brickyard?
>
>No comment (yet)...
>
Hmmm...
A few more, please:
1) can we use a tophat to view left and right while driving? While I
agree that it will be difficult to execute at 200mph, I think there are
times when it's important.
2) Black Flags for "poor driving?" i.e. you hit the guy in front too
many times or spin him, you get a black flag. (togglable)
3) Visible cleanup crew?
4) Tow truck? Visible?
5) Winner's Circle?!
6) Money?
Gunner
(thank you SO much for caring enough to answer the questions of the
masses!!!!!!!!!)
How about online? Does the host hit the pause button and eveybody
selects their pit strategy? I'm waiting for the sim that includes an
online pit crew. I use Roger Wilco or some such voice util and call to
my Crew Chief. he then leasurely selects the tires, pressures, fuel,
wedge etc...and if the online pit crew is really done well, the other 7
guys connected to my team jump over the wall and change the tires, add
the fuel, bang the crap out of my freshly made dents...etc.
dave henrie
"Don Hancock (\"Gunner\")" wrote:
Quoted text (64 lines)
> > Ed Martin wrote in message <[email hidden]>... > >Well, we've got it in there right now, but there are some game balance > >mechanics to deal with. Of course, we allow the user to set what they > > personally I think it's VERY important from a gameplay point of view. > Would it maybe be possible to toggle pit options while in a "pause mode" > while on the track? > > > > >>Will the debris be interactive (can you cut a tire on a fender)? > > > >No, it will be visual, but not interactive. > > > > Unfortunate, but understandable.... > > >>Will the flagman be animated (I really like that in N3)? > > > >We're still in negotiation with the union. :-) Seriously, though, > >yes, we'll have an animated flagman at the line in the tower as well > >as the pits. > > > > THAT's a funny answer! Thanks. > > >Will we be able to drive custom cars? Any chance at trucks? > > > >You'll absolutely be able to drive custom cars. A paint kit is built > >into the game. As for trucks, not in this product - Winston Cup > >vehicles & tracks only. > > > > Any chance for an addon for BGN or Trucks? personally I enjoy running > the trucks more than cars. > > >>Daytona? Brickyard? > > > >No comment (yet)... > > > > Hmmm... > > A few more, please: > > 1) can we use a tophat to view left and right while driving? While I > agree that it will be difficult to execute at 200mph, I think there are > times when it's important. > > 2) Black Flags for "poor driving?" i.e. you hit the guy in front too > many times or spin him, you get a black flag. (togglable) > > 3) Visible cleanup crew? > > 4) Tow truck? Visible? > > 5) Winner's Circle?! > > 6) Money? > > Gunner > > (thank you SO much for caring enough to answer the questions of the > masses!!!!!!!!!)On Fri, 5 May 2000 15:03:19 -0700, "Don Hancock (\"Gunner\")"
Yes, Heat has a full 3D***pit & you can use a hat to look left &
right - in fact, that how I have my joystick configured.
We will have black flags & they are toggleable.
No visible cleanup crew - the magical Winston Cup cleaners beam & in
clean up.
Still TBD.
We will have a motion-captured vicotry animation.
I'd love some! :-) Seriously, though, Heat 1 won't have a Viper-like
career mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (7 lines)
> Hmmm... > A few more, please: > 1) can we use a tophat to view left and right while driving? While I >agree that it will be difficult to execute at 200mph, I think there are >times when it's important.On Fri, 5 May 2000 15:03:19 -0700, "Don Hancock (\"Gunner\")"
<[email hidden]> wrote:
Yes, Heat has a full 3D cockpit & you can use a hat to look left &
right - in fact, that how I have my joystick configured.
>
> 2) Black Flags for "poor driving?" i.e. you hit the guy in front too
>many times or spin him, you get a black flag. (togglable)
We will have black flags & they are toggleable.
>
> 3) Visible cleanup crew?
No visible cleanup crew - the magical Winston Cup cleaners beam & in
clean up.
>
> 4) Tow truck? Visible?
Still TBD.
>
> 5) Winner's Circle?!
We will have a motion-captured vicotry animation.
>
> 6) Money?
I'd love some! :-) Seriously, though, Heat 1 won't have a Viper-like
career mode.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (8 lines)
> > Hmmm... > > A few more, please: > > 1) can we use a tophat to view left and right while driving? While I >agree that it will be difficult to execute at 200mph, I think there are >times when it's important.On Sat, 06 May 2000 02:18:17 GMT, Dave Henrie <[email hidden]> wrote:
Each player selects their pit strategy independently - we don't have a
global "pause".
We don't have built-in voice recognition either.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ed Martin
Executive Producer
Hasbro Interactive
Quoted text (9 lines)
> How about online? Does the host hit the pause button and eveybody >selects their pit strategy? I'm waiting for the sim that includes an >online pit crew. I use Roger Wilco or some such voice util and call to >my Crew Chief. he then leasurely selects the tires, pressures, fuel, >wedge etc...and if the online pit crew is really done well, the other 7 >guys connected to my team jump over the wall and change the tires, add >the fuel, bang the crap out of my freshly made dents...etc. >dave henrie >Ooops do I see Heat 1?
As in there will be 2, 3 , 4 etc?
Do you have license for more than 1 release?
Md
Ed Martin wrote:


































