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Rec.Autos.Simulators Archive

NASCAR V1.1 or 1.2

4 posts by 4 people · 08 Aug 1995 - 08 Aug 1995

carte 08 Aug 1995#304050
What is the difference between versions 1.1 and 1.2 of NASCAR Racing from Papyrus? Is there any way to download an upgrade? -- ____________________________________________________________________________ Edward Carter | The Red Hot Chili Peppers Rock!!!| Vector Avtech WX-3 Newport Beach, CA, USA | IndyCar Racing Rules!!! | '95 Corvette ZR-1 Single, White, Male | Al Unser Jr. Kicks *** | '95 Suburban 454 4X4
Strosin) writes:
Quoted text (7 lines)>writes: >> What is the difference between versions 1.1 and 1.2 of NASCAR >>Racing from Papyrus? Is there any way to download an upgrade? >They made many enhancements to 1.2. More realistic damage, bug fixes, >modem play, just to name a few. Check out >[link lost in import: /~sjackson/racing/nascar.html]
They certainly did make many improvements, but they took out the drafting ability (or impaired it a lot). I kept my old .EXE file, and renamed it OLDNAS.EXE, and run it whenever I want to do some big-time drafting. It only serves well at Talledega and Pocono but without the autobrake and autoshift it is kind of a pain to work with. I can draft up to around 210, in a long race where cars are spread around the track. ********************************************************************* * (Nor*** camped around a fire eating mutton): * * Vikings? There ain't no Vikings here. Just us honest farmers. * * The town was burning, the villagers were dead. They didn't need * * these sheep anyway. That's our story and we're sticking to it. * *********************************************************************
Geoff Smi 08 Aug 1995#304053
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Download updates from ftp://ftp.std.com/vendors/papyrus/ Note NAS121.exe is the lastest TECHNICAL NOTES (section taken from readme12.txt) * Modem and direct connect players must both use the same version of the program (version 1.2). * Comm ports are now read from DOS, rather than assuming four specific port addresses. Diagnostic messages when a modem connection cannot be established have been improved. * Palette setting problems on some video cards should be fixed. * New sound drivers have been added to allow the use of IRQs higher than 7 with certain sound cards. BUGS FIXED * Computer opponents now suffer the same performance loss from damage as the player does. * Significant changes and fixes to yellow flags: * Initial caution condition is now indicated by a held yellow flag. When the player takes the yellow at the start/finish line, the yellow flag will wave. This was done to make it clearer when you've taken the yellow and are expected to slow down, stay behind the car in front, etc. * Eliminated cheat that allowed player(s) to enter a closed pit and then drive all the way to the front of the field without penalty. Now, when the "One Lap Until Green" message would normally appear, the player is given an "Entered Closed Pit" message and then told to fall behind the last car in line. This more closely follows the actual NASCAR rules. * Eliminated cheat that allowed player(s) to ignore the caution condition, speed past everyone including the pace car, enter the pits and then re-enter the track without penalty. The player will now receive a BLACK FLAG stop-and-go penalty for passing under the yellow if he enters the pit lane while being told to stay behind any other car. That means you have to be careful about getting too close behind the cars that aren't pitting. Generally, you are considered to have entered the pit at the point where the pit wall starts. It is the same determination that is used for pit speed limit checks. * A bug that caused crash-recovering cars to be improperly added into the caution line has been fixed. This accounted for most of the problems with cars running slowly on the track for no apparent reason. * Cars with pits on the back straight are now forced to pit after the cars whose pits are located on the front straight. * Some crashes between opponent cars would cause the computer to hang, sometimes leaving sound running with a black screen. * Computer opponents are much less likely to abort their pit stops (by heading for the pit lane, then deciding to stay out) when pitting under yellow. * Pacing speed is no longer affected by the Opponent Strength setting. * The pace car should no longer get blocked by wreckage under yellow. * Qualifying speeds for computer opponents are now more closely related to the Opponent Strength setting. (Note to advanced users: The RELS value in the TRACK.TXT files *no longer affects* qualifying speeds. This will eliminate the need to adjust BLAP whenever you change the RELS.) * Speeds of computer opponents at Talladega are now being affected more by the Opponent Strength setting.

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