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Rec.Autos.Simulators Archive

Changing Nascar to FM vs. Digital

7 posts by 7 people · 16 Nov 1995 - 04 Dec 1995

Mark Mar 16 Nov 1995#307492
I may have missed something when I first installed the game from CD but I believe it assumes Digital sound. If I want to switch to FM sound how is that done? Thanks
Jeff Portwi 16 Nov 1995#307493
: I may have missed something when I first installed the game : from CD but I believe it assumes Digital sound. If I want : to switch to FM sound how is that done? : Thanks run NASCAR -f Jeff
: I may have missed something when I first installed the game : from CD but I believe it assumes Digital sound. If I want : to switch to FM sound how is that done? : Thanks Use: nascar -f *OR* nascar -f -h <for hi-res>
Tom Stangl 26 Nov 1995#308116
@qmail.bs.jhu.edu wrote the follwing *> >I may have missed something when I first installed the game *> >from CD but I believe it assumes Digital sound. If I want *> >to switch to FM sound how is that done? *> when you start the game use nascar -f *what's the advantage of doing this? faster gameplay, less cpu time spent on the audio. -- *************************************************************************** Va Beach, VA | http://www.widomaker.com/~trindle/tscc the THUNDER class | http://www.widomaker.com/~trindle/autocross.html
Quoted text (7 lines)> >I may have missed something when I first installed the game > >from CD but I believe it assumes Digital sound. If I want > >to switch to FM sound how is that done? > >Thanks > when you start the game use nascar -f
what's the advantage of doing this?
Clive Parso 03 Dec 1995#308620
Quoted text (7 lines)> *> >I may have missed something when I first installed the game > *> >from CD but I believe it assumes Digital sound. If I want > *> >to switch to FM sound how is that done? > *> when you start the game use nascar -f > *what's the advantage of doing this? > > faster gameplay, less cpu time spent on the audio.
Not forgetting that you'll also "forget" that a lot of the digital sounds are _exactly the same_ in ICR2... :( What's going on here??? How many more "shortcuts" are there??? The GFX are the same, the handling is the same, the *everything* is the same. The only apparent difference with ICR2 and Nascar is the _body shell_ polygons of the car and the "engine" sound! And look! The cars are *still* "doing the Dalek" shuffle from side to side when stationary on the track! And sometimes the cars spin on a dime like tanks/hovercars if they need to go around an obstacle or turn around. To put it simply, there is no reality in the physics/traction of the cars and tyre grip because it doesn't exist. Ever left the ground by even an inch? See, it isn't possible as the programming is all wrong. It's all tricks and workarounds to make it appear "right". I am only stating the facts. I like Papyrus for what they've done, and I'll still be buying the games. However, if competitors come along and I have to make the choice between screwy/fake car physics and a more realistic/fun model, I know what I'll go for... -- ~~_______~~ _______________[__]=[_(-)_]=[__]_______________ V I S O R --
AndrewS 04 Dec 1995#308660
Quoted text (18 lines)>Not forgetting that you'll also "forget" that a lot of the digital >sounds are _exactly the same_ in ICR2... :( >What's going on here??? How many more "shortcuts" are there??? >The GFX are the same, the handling is the same, the *everything* is >the same. The only apparent difference with ICR2 and Nascar is the >_body shell_ polygons of the car and the "engine" sound! >And look! The cars are *still* "doing the Dalek" shuffle from side to >side when stationary on the track! And sometimes the cars spin on a >dime like tanks/hovercars if they need to go around an obstacle or >turn around. >To put it simply, there is no reality in the physics/traction of the >cars and tyre grip because it doesn't exist. Ever left the ground >by even an inch? See, it isn't possible as the programming is all >wrong. It's all tricks and workarounds to make it appear "right". >I am only stating the facts. I like Papyrus for what they've done, >and I'll still be buying the games. However, if competitors come >along and I have to make the choice between screwy/fake car physics >and a more realistic/fun model, I know what I'll go for...
The more I play, the more it feels like Nascar (with an added ~$50 price tag). -Andrew

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