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Rec.Autos.Simulators Archive

what's going on? (ICR2)

14 posts by 13 people · 26 Nov 1995 - 05 Dec 1995

Xe 26 Nov 1995#308083
Here I am, my third day trying to come to grips with ICR2. After reading everyone elses post about how great it is, I'm left wondering what the heck's up. I'll take just one track as an example. Milwaukee. I've run thousands of laps in the original ICR over the past year at Milwaukee, laps speeds around 170mph with no problem. Now I come to ICR2. I've dropped the boost down to the first setting, effectivly giving me about 37 inches of boost at speed. I've put both wings at 18.00 degrees, the max. Yet I STILL can't manage even a single lap full throttle without excessive tire scrub, and even then just barely holding myself off the walls. I feel like I'm dirt trackin my car around in the International Ice Racing Assoc. Is this just me, or what? At every track I feel like there's nowhere near any realistic amount of grip that there was in ICR1. Just thought I'd get this off my chest and see what others say. My initial impression is that this version leans more towards an arcade game and not a serious simulation. Back to ICR1 for now..bugs and all.. --
Mumb 27 Nov 1995#308138
: Here I am, my third day trying to come to grips with ICR2. : After reading everyone elses post about how great it is, I'm left wondering : what the heck's up. : I'll take just one track as an example. Milwaukee. I've run thousands of laps : in the original ICR over the past year at Milwaukee, laps speeds around : 170mph with no problem. : Now I come to ICR2. I've dropped the boost down to the first setting, : effectivly giving me about 37 inches of boost at speed. I've put both wings : at 18.00 degrees, the max. Yet I STILL can't manage even a single lap full : throttle without excessive tire scrub, and even then just barely holding : myself off the walls. I feel like I'm dirt trackin my car around in the : International Ice Racing Assoc. Is this just me, or what? : At every track I feel like there's nowhere near any realistic amount of grip : that there was in ICR1. : Just thought I'd get this off my chest and see what others say. My initial : impression is that this version leans more towards an arcade game and not a : serious simulation. Back to ICR1 for now..bugs and all.. You should try driving around the Long Beach track, with the ACE setup. It is hilarious. Going along Shoreline Drive flat out in 6th and the car suddenly starts oversteering. What the hell is that all about? Then in the slow corners, the car turns in like it is on rails, you head towards the apex and then wham; instant understeer, straight into the wall. How can a car turn in so well and then become an understeering shopping cart? The "snap-understeer" effect affects all the chassi(s) and is a major pain on road course. I think there is something badly wrong with the car's driving model. Oh, the ***y over-rev light doesn't work, so if you actually manage to get the car 'round a few corners you will probably blow the engine later. If this is a more realistic simulation than ICR1 then great, but I think ICR2 is destined to become shelfware pretty soon for me. It is just too frustrating. Oh well, I'll wait for the first patches to appear and hope they improve things, otherwise... Robh.
Quoted text (8 lines)> : Here I am, my third day trying to come to grips with ICR2. > : After reading everyone elses post about how great it is, I'm left wondering > : what the heck's up. > : I'll take just one track as an example. Milwaukee. I've run thousands of laps > : in the original ICR over the past year at Milwaukee, laps speeds around > : 170mph with no problem.
[skip] It's probably your driving. The setup may also be ***to make it even worse. Also notice that the brake bias must be right and that if you brake too hard you lock up the tires... The steering lock you be set as low as possible to make the steering less sensitive. At Long Beach I guess setting the lock at 12 degrees may be a good idea. Experiment. ICR II is harder to learn than ICR1.x, so if you didn't master ICR1.x you will have a hard time mastering ICR II. Practice is the only way. You have got to listen to the engine. It may be hard in the a close battle with cars buzzing all around you, but then you must shift a little earlier. Btw I raced at Laguna in the demo at least 15 times and I have blown the enigine only once. I don't haven't bought ICR II yet. Some bugs have already been reported. What do the beta testers do at Payrus anyway, eat french fries? :) -- Terje Wold Johansen "I am your inferior superior." Speaking -- -- Dept. of Informatics, University of Oslo, Norway myself! --
AdLevesq 27 Nov 1995#308140
Xen, Actually, the original game was not correct with regard to the short ovals. You could go flat out around Milwaukee and Loudon in ICR 1. However, in real life, the drivers have to lift and even brake in order to get around those tracks fast. So, it's just something to get used to again. The whole physics model has been changed and adjusted. Adam Papyrus
Quoted text (8 lines)>Xen, > Actually, the original game was not correct with regard to the short >ovals. You could go flat out around Milwaukee and Loudon in ICR 1. >However, in real life, the drivers have to lift and even brake in order to >get around those tracks fast. So, it's just something to get used to >again. The whole physics model has been changed and adjusted. >Adam >Papyrus
And I know I thank you for that! ICR1 was fun, but it was toyish. NASCAR was great and now IndyCar 2 is Fantastic. Folks are going to have learn about what makes an indycar stick to the ground, no more running flat out all the time with the boos set at 9. I love it! Now, what about the ridiculously slow pace car. I am thinking of setting the pace lap to off to get rid of the almost inevitable black flag on start for passing the pace car??? (I'm still racing with the bad guys set at 90% so I get the pole alot - so I'm not good enough yet for 100%, what's your point?? :) Thanks Bill Castello ********************************************************************** Home Page: http://www.indirect.com/www/billcas/index.html Call Sign: Tasty12 - 505th EFS/DO Go Thrustmaster or go in a plastic zipper suit, it's just that easy
>Here I am, my third day trying to come to grips with ICR2. >After reading everyone elses post about how great it is, I'm left wondering >what the heck's up. <snip> I agree, what the hell is up. I tried Long Beach last night and couldn't get down shoreline without hhuuggee oversteer, so I dialed in a ton of understeer. This worked (albeit with slow lap times - 58's - for about 4 laps, then BANG completely undriveable oversteer again. What is going on ? I know I am not very good yet, but come on this is ridiculous.... -- +--------------------------------------------------------+ | Graeme Weston-Lewis Symbios Logic | | KE6HUH snail mail: 2001 Danfield Court, | | Fort Collins, CO 80525 | | voice: (970) 226 9629 Fax: (970) 226 9686 | | "If its got more than 2 wheels - it isn't fast enough" | +--------------------------------------------------------+
Craig Hea 27 Nov 1995#308143
: Oh well, I'll wait for the first patches to appear and hope : they improve things, otherwise... What kills it for me is the control selections - I tried the demo last night, and: (a) Many keys cannot be selected (e.g. 'A' for accelerate, '<' & '>' steering) (b) This really pisses me off, as it seems like a novice programming error but many games suffer from it (_not_ F1GP, note:-): interrupts are not disabled when reading the joystick. On my laptop, clock interrupts seems to take varying amounts of time (regardless of power management settings), thus the joystick value jumps around all over the place. In some games, this is not too bad a problem in the game itself, as the "spikes" are of very short duration, but with ICR2 the cursor races around the menus making it unusable, _and_ there is no way to turn off joystick control in menus (unlike F1GP). I spent a lot of money on Indycar, the track pack and the paint kit, for a game which I don't play, and I'm not going to spend money on Indycar 2 until the above problems are fixed. What I wonder, though, is how will I know when they're fixed? I don't suppose another version of the demo will be released alongside new patches...
>Xen, > Actually, the original game was not correct with regard to the short >ovals. You could go flat out around Milwaukee and Loudon in ICR 1. >However, in real life, the drivers have to lift and even brake in order to >get around those tracks fast. So, it's just something to get used to >again. The whole physics model has been changed and adjusted. Also (somebody from Papyrus please correct me if this isn't true) but since we're using 1995 cars, we must be using the 1995 IndyCar (eg CART) rules, which dictate substantially lower downforce? -- Brian Wong Systems Engineering Group (Servers)
[snip] : short duration, but with ICR2 the cursor races around the menus making it : unusable, _and_ there is no way to turn off joystick control in menus : (unlike F1GP). [snip] When the cursor races about madly like that press the J key. p.s. your reply to address is bogus -- If I try to mail a response it bounces back. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
: What kills it for me is the control selections - I tried the demo : last night, and: : (a) Many keys cannot be selected (e.g. 'A' for accelerate, '<' & '>' steering) Craig, some keys in the game are hard coded. 'A' brings up the accelerate time option and '<' & '>' adjust the setup changes that are radioed to the pit crew. This is *not* due to a programming error. Papyrus could have made all these keys configurable, but judging from the number of people that have trouble simply setting up thier joysticks they made the right choice in hard coding it. : (b) This really pisses me off, as it seems like a novice programming error : but many games suffer from it (_not_ F1GP, note:-): interrupts are not : disabled when reading the joystick. On my laptop, clock interrupts seems : to take varying amounts of time (regardless of power management settings), : thus the joystick value jumps around all over the place. In some games, this : is not too bad a problem in the game itself, as the "spikes" are of very : short duration, but with ICR2 the cursor races around the menus making it : unusable, _and_ there is no way to turn off joystick control in menus : (unlike F1GP). The 'J' key at the main menu turns off the joystick control in the menu. This is mentioned several times in the manual as well as in the readme.txt and in the trouble shooting section of the installation manual. : I spent a lot of money on Indycar, the track pack and the paint kit, : for a game which I don't play, and I'm not going to spend money on Indycar 2 : until the above problems are fixed. What I wonder, though, is how will I : know when they're fixed? I don't suppose another version of the demo will : be released alongside new patches... Perhaps spending some time reading the manual might enlighten you to some of the aspects of the game that you may be missing. Mike P.S.- I'd love to see you crack Wilsh's code
Craig Hea 30 Nov 1995#308366
: Craig, some keys in the game are hard coded. 'A' brings up the accelerate time : option and '<' & '>' adjust the setup changes that are radioed to the pit crew. : This is *not* due to a programming error. Papyrus could have made all these : keys configurable, but judging from the number of people that have trouble : simply setting up thier joysticks they made the right choice in hard coding it. I have been in the software products business for over 10 years now, and if I've learned one thing in all that time, it is *never* assume you are doing people a favour by hard-coding things that with a bit more effort can be made configurable - someone in Outer Mongolia will always try to use your product on an adm3a with a broken return key, and be upset because they can't (and then post to comp.unix.i386 rubbishing you!) :-) But seriously, it doesn't have to be easy to redefine all the keys, as I'm quite happy that *most* users won't want to, but if you're going to let me redefine any of them, you really ought to let me redefine all of them somehow (edit a text file, or even hex-edit the .cfg file if I have to). (Oh, and if it said "that key is already used for something" when I try picking 'A' for accelerate, I would at least understand, and not think "this is crap, it can't even see the 'A' key on my keyboard"). : The 'J' key at the main menu turns off the joystick control in the menu. This : is mentioned several times in the manual as well as in the readme.txt and in : the trouble shooting section of the installation manual. Thanks to Michael Carver for also pointing this out - my copy of Indycar was the very first version, and he suggests that this may not have been in the early versions - I haven't checked my manual yet as it's in the Cretaceous layer of my home filing system :-) Anyway, I do have 1.05 now (thanks to the track-pack or paintkit, I forget which), and I tried this last night. It does indeed turn off joystick control in the menus, which allows me to calibrate the joystick and get to the track. Unfortunately, even when at rest, you can sit there and watch the wheels flick from side to side due to the joystick read problem, and it is completely undrivable. I also tried it in the Indycar 2 demo, and 'J' does _not_ turn off joystick control in the menus, so I am unable to even get as far as the track to see if it drives OK. So, my problem remains - unless the Indycar 2 game reads the joystick properly (i.e. turns off interrupts) I can't play with the joystick, and I can't use a key layout I'm comfortable with. The game _looks_ great, and there's every indication that it would be more fun than Indycar, but I'm not buying it just on the offchance that these problems get fixed in a patch, and how will I know if and when they are?
Nancy 01 Dec 1995#308456
thats where you're wrong....the "realistic amount of grip" in icr1 is totally unlike what you would find at a real track... even the traction in icr2 is too much....
>I also tried it in the Indycar 2 demo, and 'J' does _not_ turn off joystick >control in the menus, so I am unable to even get as far as the track to see >if it drives OK. It may not work in the demo, but I just got done getting the game to work with my ensoniq wavetable in windows 95, and it does turn off the joystick control in the menus in the release cd-rom. >So, my problem remains - unless the Indycar 2 game reads the joystick >properly (i.e. turns off interrupts) I can't play with the joystick, >and I can't use a key layout I'm comfortable with. The game _looks_ >great, and there's every indication that it would be more fun than >Indycar, but I'm not buying it just on the offchance that these problems >get fixed in a patch, and how will I know if and when they are? Again, they DO work in the actual game (joystick settings that is), but not in the demo apparently, judging from your experience. I don't think anything has changed regarding the key settings, however. In the game, when the game is in the main menu, you can hit 'J' to disable the joystick, then go into the controls menu and calibrate the joystick. Works like a charm. Have fun. Scott
RickGent 05 Dec 1995#308694
So, my problem remains - unless the Indycar 2 game reads the joystick properly (i.e. turns off interrupts) I can't play with the joystick, <<< We do disable interrupts while reading the joystick; it sounds to me like you have a flaky joystick. On the other hand, if you are playing in a DOS box in Windows 95 (not exclusive DOS mode), Windows 95 doesn't *allow* us to turn off interrupts. This is one of the reasons why we recommend not playing the game from a DOS box. Rick Genter Technical Lead, IndyCar Racing II Papyrus Design Group, Inc.

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