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Rec.Autos.Simulators Archive

ICR Modem "jumpiness" == argument

6 posts by 4 people · 05 Feb 1995 (approx.) - 13 Feb 1995 (approx.)

Brad W Trawe 05 Feb 1995 (approx.)#299565
Just a question for those of you who have tried the 2-player mode in Indycar. On road tracks like Detroit and Australia, the other player's car is really "jumpy" on the screen - has anyone else noticed this? Sometimes the other guy's car will jump a car's width to the left and right within a single frame, and for me it's led to numerous arguments with my brother over who was in error when we get together during races. Finally, after tonight's "incident" at Detroit we stepped through our replays over the phone, describing where each other's cars were at every frame. Turns out that there was over a car's length difference - i.e., on my replay I was completely past him by a foot at the exact same time that in his replay I was right beside him. Needless to say, we got together and one of us ended up backwards, leaving the other guy (me, in this case) to go on to finish in first. So - I was just wondering if this irritating jumpiness is something wrong with our connection, or if it's something that everyone is experiencing. We're connecting at 9600 baud, BTW. Possibly having a 14.4K connection would resolve this problem? -- ***************************************************************** *****************************************************************
pgarl.. 07 Feb 1995 (approx.)#299609
If you actually bought a copy of the game I think you would know what the problem is. Just to make sure, email me the word on page 38, line 13, position 8 of the manual and I will tell you what the problem most probably is (ha ha). Otherwise, you are wasting everyone's time making us solve your problem because you can't be bothered to purchase a copy of the game, in which it tells you how to run a modem game (one of the advantages of actually buying the game).
Brad W Trawe 08 Feb 1995 (approx.)#299649
Quoted text (7 lines)>If you actually bought a copy of the game I think you would know what >the problem is. Just to make sure, email me the word on page 38, line >13, position 8 of the manual and I will tell you what the problem >most probably is (ha ha). Otherwise, you are wasting everyone's time >making us solve your problem because you can't be bothered to >purchase a copy of the game, in which it tells you how to run a modem >game (one of the advantages of actually buying the game).
Thanks for the useless post. Nice waste of bandwidth. Obviously, if the suggestions provided in the manual solved my problem, I wouldn't be asking the question here... Get a life, or at least stop using your dad's computer to post rude messages. I'd be happy to scan and send you my original purchase receipt for Indycar... Well, I take that back, I wouldn't exactly be *happy* to do it, since your post pretty thoroughly pissed me off. -- ***************************************************************** *****************************************************************
Michael Corrig 09 Feb 1995 (approx.)#299687
I believe the jumpiness is due to the delay in communicating the new position of a car from one machine to the other. When you connect, ICR displays a number for you which represents this delay. I often see .13 seconds, sometimes .07 seconds. This is the delay between the time when your car reaches some position and when the other machine finds out. I assume the game uses some sort of prediction to try to smooth out the motion of the cars, but I really don't know. A car moving at 120 mph moves 176 feet each second. During that .13 second delay time at 120 mph your car moves almost 23 feet! It is easy to see how the two machines fail to stay perfectly in sync. Because of the delay, one machine might "decide" that a collision had taken place, while the other machine would not. In that case the car on the machine that thought a collision occured may spin or crash, while the other machine's car drives away unaware. The jumpiness also applies to the computer generated cars. I think the answering machine generates the computer cars and sends their positions to the calling machine. (I could have this backwards) So for the answering machine, the computer cars are smooth, but for the calling machine they are jumpy. I believe that Indycar will only connect at 9600 baud. BTW, Nascar will connect at 14,400 (and even 28,800) and I have less of the jumpiness in Nascar than in Indycar. -- Mike Corrigan
pgarl.. 10 Feb 1995 (approx.)#299732
The reason I got annoyed with your post was that you were asking for help but didn't provide what modem you were using, or the configuration strings you were using, which is pretty silly considering that is where the problem is. In the documentation, it tells you to turn data compression and error correction off. If you don't do this you get the jumpiness. But how is anyone supposed to help you with this if you don't give us your modem or the configuration strings you are using? Or you didn't think these were relevant? Or perhaps you bought the game but didn't bother to read the documentation, just easier to ask someone else.
Amiri Jone 13 Feb 1995 (approx.)#299790
> I believe that Indycar will only connect at 9600 baud. BTW, Nascar > will connect at 14,400 (and even 28,800) and I have less of the > jumpiness in Nascar than in Indycar. I thought so, too, but a guy on CServe said he plays with his AJ

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