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Rec.Autos.Simulators Archive

Question for Rick Genter

4 posts by 3 people · 15 Sep 1995 - 24 Sep 1995

Bill Grov 15 Sep 1995#305345
The WWW site for Papyrus has a suggestions coments section. Assuming they read the comments I imagine there would be the best place to post suggestions although I admit that would be difficult on a simulation sight-unseen. Bill
RickGent 16 Sep 1995#305396
Dang, that'd be one huge program to download! I would tend to think more along the lines of making some of the folks in here beta testers for the product, but not "open for general public" <<< I explained this in a private e-mail to Eric, but I'll post here as well. We do use outside beta testers. Part of the issue we face is managing the beta testers. Though we have grown quite a bit this year (we were at 46 people on January 1; I think we're up to 95 now), it takes significant manpower to work with dozens of outside beta testers. And believe me, we have requests to be beta testers from more than a few dozen people :-). We have a core group that we've used since the original IndyCar Racing, and we do look at applications for new beta testers from time to time, but we can only handle so much. Rick Genter Technical Lead, IndyCar Racing II/NASCAR Racing for Macintosh/Windows Papyrus Design Group, Inc.
Dennis 24 Sep 1995#305701
Dear Rick, I also have a question as well as a suggestion for you. Firstly, in Indycar 2 and future releases, can you make sure that the switch for linear/non-linear steering is not just that but is rather a variable which you can tune so that you can get the steering just right. I use a formula T1 and the linear option is a bit too sensitive while the non-linear setting is much too insensitive. The reason I am mentioning this is because it is VERY critical to have this setting right in order for the games' handling to feel right. However, from what I understand, the sensitivity of the steering would vary based on such factors as the computer's speed, the steering wheel set up you're using, your game card, the setting on your game card if it is a smart game card, etc. Therefore,while the sensitivity you use may seem right on your computers, chances are it won't be right for many others and the simple linear/non-linear it too coarse to get it how it should be. Instead, we have to settle for something which is almost right, but which does detract from the enjoyment of the game compared to what it would be if the sensitivity was "just right". This adjustment is actually very important and I wouldn't even bother to mention it except that you did not include it on either indycar or nascar. Exponentiality needs to be fully adjustable, just like steering lock and everything else. Further, I don't think it would be at all difficult to implement and people will find the game easier to play and much more enjoyable. Now for the question. On the creative labs page, it mentions that papyrus is contracted to develop software for the 3D blaster. Does this mean that Indycar 2.0 will be supported? Or will you be releasing a later version with support or will it only be on indycar 3.0? Also, can you give the guys on rec.autos.simulators some advice regarding these new 3D boards coming out. For instance, will Papyrus only be supporting the 3D blaster? If you will be using the Windows 95 direct draw and 3D APIs or whatever, will any 3D board work as well assuming its specifications are adequate? Or will the 3D blaster be the board to get since that is the board you had in mind when programming, so that it will provide a better fit between program and hardware? Do you have any other advice concerning 3D boards? (You don't have to answer that question now, but everyone would appreciate input from a developer of 3D games regarding the relative merits of different 3D boards). Can you also confirm whether the 3D blaster replaces your existing graphics card. Considering that people are still posting "Need good video card for Nascar..." I think they would appreciate being informed with regards to the 3D card situation to save themselves from going out and buying a Hercules Stingray or Tseng Labs for $500 or whatever only to find out next week that they need a 3D card and will be throwing their present graphics card in the cupboard. Yours sincerely, Dennis.
RickGent 24 Sep 1995#305702
In a message dated 95-09-24 08:04:45 EDT, you write: This is a common misconception. We read all of the inputs (joystick, keyboard and mouse) at a constant 30Hz. The speed of the computer is irrelevant. On the creative labs page, it mentions that papyrus is contracted to develop software for the 3D blaster. Does this mean that Indycar 2.0 will be supported? <<< IndyCar Racing II does not have direct support for the 3D Blaster. Also, can you give the guys on rec.autos.simulators some advice regarding these new 3D boards coming out. For instance, will Papyrus only be supporting the 3D blaster? <<< No, I can't. First of all, I don't even know what all of the 3D boards are that we are looking at. We have a tools group responsible for that. Part of my work on IndyCar Racing II was to restructure our core game engine so that we could more easily drop new rendering engines into it; it's up to the tools group to do that. Second of all, it would really be inappropriate for me to recommend any one manufacturers board over another. All I can say is that we are monitoring the industry, we have announced agreements with various manufacturers, and we will continue to keep track of what everyone (including Microsoft) is doing. Rick Genter Technical Lead, IndyCar Racing II/NASCAR Racing for Macintosh/Windows Papyrus Design Group, Inc.

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