Subject says it all !!!
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Mike D.
Procrastination is not a failing .... Think of it as an
Artform.....EVEN A HIGHER CALLING .... ;-)
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Notable threadPapyrus confirms Win95 ICR2 for June, no NASCAR upgrade
Asked about Windows 95 versions, Papyrus technical lead Rick Genter said IndyCar Racing II for Windows 95 was scheduled for June, and that there were no plans for a Windows 95 version or other upgrades of NASCAR Racing. He said the decision was Papyrus's own, and that not upgrading NASCAR Racing was different from never making another NASCAR product. Readers took this as a hint of NASCAR 2 and posted long wish lists covering AI, spotters, pit speeds, network play and post-race analysis.
With Rick Genter (Papyrus)
Automated summary.
I know they intend on making a Win 95 version of ICR2, due out sometime
in late March (an e-mail reply from Papyrus regarding my e-mail request
of info on ICR2).
Can't wait because I have a Pentium 120 with Win 95 and the Diamond
Edge 3D w/2megs Vram... and DOS games suck on this system (3D Edge does
not give good support to DOS). Though the ICR2 demo runs pretty good.
John
I just talked to Papyrus yesterday and they said ICRII for win 95
would be due out sometime in July. Hopefully they meant 96!!
The Windows 95 version of IndyCar Racing II is scheduled to be released in
June. There are no plans to do a Windows 95 version of NASCAR Racing at
this time.
Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.
>The Windows 95 version of IndyCar Racing II is scheduled to be released in
>June. There are no plans to do a Windows 95 version of NASCAR Racing at
>this time.
Rick,
So, is there *any* forthcoming NASCAR upgrade(s) we can look forward
to? an updated paintkit in SVGA, for example?
Go #6 Mark Martin,#16 Ted Musgrave & #99 Jeff Burton - Jack Roush Racing!!
NASCAR Racing!!
http://camalott.com/~sean/nascar/nascar.htm <--NASCAR Racing Sim page
>I just talked to Papyrus yesterday and they said ICRII for win 95
>would be due out sometime in July. Hopefully they meant 96!!
Those Poops told me late March less than a month ago.
Man, I don't know if I cab wait that long...
John
+++++++++++++++++++++
>The Windows 95 version of IndyCar Racing II is scheduled to be released in
>June. There are no plans to do a Windows 95 version of NASCAR Racing at
>this time.
>Rick Genter
>Technical Lead, IndyCar Racing II
>Papyrus Design Group, Inc.
I sure hope we see a DOS fix before then. What happened to first quarter
96? Oh, no Christmas selling season so you can wait and really debug it
before releasing it....
Cheap shot I know but it still ticks me off that we haven't seen patches
to fix Indycar 2 and it is the end of February!!! Game was released what,
4 months ago? And the beta testers took some raps about the game condition
as released.
Jeff
All,
It has been pointed out to me that Indycar II was released only three (3)
months ago so I stand corrected and apologize for the mis-information. I
also applaud the fact that Papyrus is pushing back the date of the Windows
release so that it will be released at the quality level that Rick wants
to see from his product. My comments were not directed at Rick and the
Windows version of Indycar, they were simply used to express frustration
at the fact that the DOS version was not also delayed so that it could
have the same level of quality that we as racers want.
Jeff Haas
writes:
There are no plans at this time to do any upgrades to NASCAR Racing. There
is no plan to do an SVGA paintkit, either (not that it would matter, since
the paintkit is already showing you the full resolution that the NASCAR
graphics engine supports for texture maps).
Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.
>There are no plans at this time to do any upgrades to NASCAR Racing. There
>is no plan to do an SVGA paintkit, either (not that it would matter, since
>the paintkit is already showing you the full resolution that the NASCAR
>graphics engine supports for texture maps).
Hey Rick,
Why is this now the case? I thought that "at one time" (not too long
ago, in fact), that all of this was "in the works" as soon as Indy Car
Racing 2 was done. Has something changed before or after Sierra came
into the picture? I doubt you can "bad-mouth" the boss, but I'm just
curious if this is a result of the "take-over" or not....
I was really hoping that things like "double-file restarts" and all of
that, were coming to reality in the future. Heck, even if we have to
wait awhile is better than "no plans at all."
question: now that ICR has been upgraded to ICR2, what *are* your
plans at Papyrus? Is there something new in the pipeline that keeps
you from doing a NASCAR update? thanks for all the help you've given
us, Rick!
with:
Rick --
Was this decided by Papyrus, or by Sierra? Frankly, and I don't think
I'm alone in this, I think it's a HUGE mistake to leave NASCAR***
like it is now.
_________________________________________
Tony Johns
IWCCCARS Project Coordinator
[link lost in import: /~iwcc/project.htm]
writes:
Papyrus. And there is a difference between not upgrading NASCAR Racing,
and never doing another NASCAR product.
Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.
Hey Rick...I know you are a ICR man..But what's the deal with the
"traction bug" in NASCAR? Will it be fixed soon. It's kind of
ridiculous that you spend alot time fixing a "tight" setup and when
you exit the game and reenter it, your "hard worked" setup is
"JUNK"!!! But I will say this...IT'S GREAT FOR DOUGHNUTS!!
TAKE CARE..
JULIAN
something kinda like:
So, after the Win95 version of ICRII ( which a lot of us are waiting
for ), what IS on the agenda? C'mon, give us loyal Papy customers a
hint! :)
jeff
Quoted text (13 lines)
>writes: >>So, is there *any* forthcoming NASCAR upgrade(s) we can look forward >>to? an updated paintkit in SVGA, for example? >There are no plans at this time to do any upgrades to NASCAR Racing. There >is no plan to do an SVGA paintkit, either (not that it would matter, since >the paintkit is already showing you the full resolution that the NASCAR >graphics engine supports for texture maps). >Rick Genter >Technical Lead, IndyCar Racing II >Papyrus Design Group, Inc.>So, after the Win95 version of ICRII ( which a lot of us are waiting
>for ), what IS on the agenda? C'mon, give us loyal Papy customers a
>hint! :)
Sorry. I can't talk about any of the other projects we have going on right
now.
Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.
Ha ha!!! So you DO have SOMETHING going on then....?!?!! ;)
Cheers!
John
_________________________________
__ _____| |_____ __
_________| |__| :| John Wallace | |__| |_________
\ :| |::| :| Team WW Racing TSW | |::| | /
> :| |::| :|_________________________________| |::| | < / :|__|::|____:/ -=Ayrton Senna=- \.____|::|__| \
/_______:/ \::/ Racing is in my ***, it's part of me \::/ \._______\
Gee, maybe this project Rick and his guys are working on is an IRL
Racing Sim (and I use the word "racing" very lightly!) They could
use the OLD cars from ICR1, there wouldn't be a need for much AI in
the competition, maybe grab all the ovals out of NASCAR Racing.....
There again, why go to all the trouble - only a handfull of people
would buy it anyway!
>Ha ha!!! So you DO have SOMETHING going on then....?!?!! ;)
>Cheers!
>John
Sure. It doesn't take 75 engineers/artists to produce IndyCar II (though
sometimes it felt like it...:-)
Rick Genter
Technical Lead, IndyCar Racing II
Papyrus Design Group, Inc.
>Gee, maybe this project Rick and his guys are working on is an IRL
>Racing Sim (and I use the word "racing" very lightly!) They could
>use the OLD cars from ICR1, there wouldn't be a need for much AI in
>the competition, maybe grab all the ovals out of NASCAR Racing.....
>There again, why go to all the trouble - only a handfull of people
>would buy it anyway!
Yeah but they would have to improve the crashes, which by the way would
be the only reason people would play (watch it).
I can picture it now, a digitized Mickey Mouse and A.J. Foyt.
:) for the sarcasm impaired.
--John
--
-----------------------------
http://www.wolfe.net/~kludger
Sorry. I can't talk about any of the other projects we have going on
right
now. <<
Hi, Rick
May I at least assume it's related to motor sports??
(All American Racing), Nissan, Camel Lights Acura NSX, etc... <<
Nah... I think it would be better an F1 Sim, to show Microprose how to
model a REAL racing car.
<bits snipped>
Obviously NASCAR 2 is in the pipeline. We can expect this to use the same
engine as ICR2, so we can look forward to much faster SVGA framerates etc
etc and improved AI.
Now is the time to put in all the bugs and quirks you hate in NASCAR to
make sure that they are improved in the next version. Any thing about
pitlane speed limits, driver AI, black and yellow flags, textured cars in
the mirrors, rev limiters etc etc.
Say it all NOW and perhaps we won't have to wait for a patch a la ICR2!
Personally, I've only owned NASCAR for a few weeks, so I have yet to form
a strong opinion on it (except that I want *textured* cars in the
mirrors). But I will certainly buy NASCAR 2 on its release, and I want it
to be as good a product as possible...so thats where all you die-hard
NASCAR fans come in :-)
Jules
Quoted text (7 lines)
>I said that there would be no *upgrade* to NASCAR Racing. >IndyCar Racing II was not an upgrade to IndyCar Racing. It was a whole >new product. (Do I have to elbow you in the ribs or something? :-) >Rick Genter >Technical Lead, IndyCar Racing II >Papyrus Design Group, Inc.Ok here's a few:
1. During modem races (H2H), The caller should be able to use his car (the
first in the car set, against the host car, (which shows up second). Right now,
you have to make your artwork the second in the car set, while your name and
driver data remains the first in the car set.
2. All cars (read computer cars: are affected teh same at the beginning of the
race.
3. Windshield should get dirty as the race goes on, making seeing more
difficult.
4. Add glare.
5. Cars going airborne if the physics present themselves.
5. Fires.
6. Animated pit action.
7. Newer and older model cars. (BTCC style cars would be nice).
8. Spotters, with actual voice .wavs that tell you where the crashes are.
Los
Quoted text (27 lines)
>Ok here's a few: >1. During modem races (H2H), The caller should be able to use his car (the >first in the car set, against the host car, (which shows up second). Right now, >you have to make your artwork the second in the car set, while your name and >driver data remains the first in the car set. >2. All cars (read computer cars: are affected teh same at the beginning of the >race. >3. Windshield should get dirty as the race goes on, making seeing more >difficult. >4. Add glare. >5. Cars going airborne if the physics present themselves. >5. Fires. >6. Animated pit action. >7. Newer and older model cars. (BTCC style cars would be nice). >8. Spotters, with actual voice .wavs that tell you where the crashes are. >Los>>Different pit speed limits for different tracks.
>This is not realistic. NASCAR has mandated a 55mph speed limit in the pits.
>Period.
not true. each track has a different pit speed limit. some tracks are
65, some are 35, some or 45 mph...
How about an option to turn off the speedometer? this isn't very
realistic, as they don't exist in real race cars. before race start,
run the cars down pit lane to get the tach reading for pits stops...
while we're at it, let's work on the AI cars.
they don't appear to slow down due to tire wear. they just take their
pit stops during their pit window...
Have AI cars be affected by the settings, such as WX. it sucks when
you're playing cold weather or hot weather and your car is affected
and their speeds stay the same...
Go #6 Mark Martin,#16 Ted Musgrave & #99 Jeff Burton - Jack Roush Racing!!
NASCAR Racing!!
http://camalott.com/~sean/nascar/nascar.htm <--NASCAR Racing Sim page
>>>Now is the time to put in all the bugs and quirks you hate in NASCAR to
>>>make sure that they are improved in the next version. Any thing about
>>>pitlane speed limits, driver AI, black and yellow flags, textured cars in
>>>the mirrors, rev limiters etc etc.
Actually, I'd be happy if it use the IPX network protocal instead of NetBios
so it can be played over the internet via Kali. Sure, the IPRL or whatever
that internet thing is nice but there's nothing that matches real head to head
competition and actually seeing your opponent who might be a thousand
miles away in your rear-view mirror. :)
: Say it all NOW and perhaps we won't have to wait for a patch a la ICR2!
1) A NETWORK game would be nice (ie LAN)
2) The ability to use the F1/F2/F3 ... keys for Information Displays
while using one of the "arcade" (ie Out of the car) views. I still use
these view most (for visibility when in traffic), but have to switch to
"in-car" to see whos running behind me etc.
3) How about a "groove"/"best-line" marker as in F1GP?
Here's hoping ..
:
--
I only have a few wishes:
1) Fix the Talladega tri-oval--it's too tight!!! Also fix the AI at this
track to be more aggressive and form more drafting lines.
2) Fix the AI at some tracks--the cars make abrupt and unnatural moves at
Sears Point (down the front straight), Watkins Glen (in the
inner loop), Darlington and others (make abrupt moves entering the
pits).
3) Double file restarts
4) Find some way to straighten pit lanes at tri-ovals.
Fix these things first, and I'll be quite satisfied.
Pat
-----------------------------------------------------------------------------
Pat Campbell 6,94,88,16,4,25
Lexington, AL The Chevy Monte Carlo
War Eagle!!!
-----------------------------------------------------------------------------
>This is not realistic. NASCAR has mandated a 55mph speed limit in the pits.
Wrong...There are different pit speeds at short tracks, than at the big
tracks.
Mike
Quoted text (7 lines)
>Period. >/=================================================\ >| John Simmons (Redneck Techno-Biker) | >| http://www2.connectnet.com/users/jms/index.html | >\=================================================/: >If the damage is
: >too great, the ability to go behind the pitwall and into the "gararge"
: >area for extended repairs.
: IMHO, this would not add anything of any use to the game.
Ah, but if you are running the championship for points, it would be
wonderful. I have sometimes spent hours into a race (setup, practice,
etc.) only to have a DNF midway into a full length race. If we are
going to simulate a points chasing Championship, we need to get back out
there a ride around for points.
: >Pit crew letting you know whether you are gaining on the leader.
: This is already in the sim (press F1 or F2).
Yeh, but... If you aren't at the front of the pack, you need to keep
scrolling as you pass cars. Don't know about you, but I need to pay
attention to my driving. Sometimes I don't even have a chance to scope
out the pitboard when I go flying pass if I am trying to overtake or
protect my position.
: >Different pit speed limits for different tracks.
: This is not realistic. NASCAR has mandated a 55mph speed limit in the pits.
: Period.
I not sure that this is true. I thought some of the tracks with tighter
pit road have 45 mph speed limits.
: >I sometimes wonder if
: >they have modeled the cars just a hair too large. I am pretty sure that
: >is why the pit roads are curved on some of the tracks when they should
: >be straight.
: Not all tracks have straight pit roads.
True, but some do in real life but don't in sim-land.
: >While on the subject of the pit stalls, let's have back
: >stretch pit stalls on the tracks that really have them.
: As far as I know, the tracks that really have them have them in the sim.
But, I am not forced to use them if I don't qualify in the top
positions.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
: I have tried to use Lviewpro, Paint Shop Pro, & win95 paint. I cant
: figure it out.
: I have made some cool pxc in Corel Draw 4 but they dont work in Nascar.
: If anyone has any input pleas let me know.
What happens is you end up with a different pallette in some of the
"outside" paint programs. You need to have a program that will let you
either use the pallette with the pcx file you open, or use one that will
let you import one. I find it hard to believe that all of these
wonderful new fangled painting programs can't handle this. I use an
ancient program called Deluxe Paint II Enhanced which is just perfect
for the job. Look into the documentation with your programs and see if
any of the talk about importing or preserving the pallette. Also you
need to be careful with the colors you use. Papyrus uses certain colors
as masks and transparent colors. Make sure you are only using a 256
color palette. Do not use the first 32 colors or the last 80 colors in
you car design.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
How about making "FAST" pit stops for practice sesions. That way I don't
have to wait 20 sec + for repairs or set-up changes to be made. Also this
would speed up the process of weeding out bad setups...
Dominic Tuso
Vancouver, Washington, USA
says...
^^^
^^^^^^^
Made sometime before the end of the millenium?
Mike
--
_
___/ \___ Speed Bump Motorsports... The name says it all.
NRL95 #110 Hershey's Kiss Chevrolet Monte Carlo
PRO95 #53 Hershey's Kiss Penske PC23/Ilmor D
SIMCAR96 #45 Hershey's Kiss Pontiac Grand Prix
IVGA #2027 (membership, not the car!)
The thing that I would really like to see in NASCAR 2 (and what will
have to be in it to get me to buy it) is some sort of post-race
analysis. When running a championship season, there seems to be no
separation between races. I think it would be very valuable to get
some sort of post race characteristics like position at each lap or
every five laps, speed at each lap or every five, gas efficiency (mpg)
average over each lap to see where your gas efficiency is dropping
---> seems invaluable when it comes to pitting and tweaking settings.
It seems right now like the current race ends and that's it. Low
grade graphic at the end if you win/lose and then you get to see the
final positions and average mph. I'm a stats buff and don't get any
of it with this game.... It seems like it shouldn't be that tough,
eh??
-Dave
They already have something like that. If you are worried about such an
occurance then just turn of the damage during modem races.
Los
I like alot of the ideas that ya'll have but I have not seen the
thing that pisses me off most. In real life drivers will hold their
lines in the turns,due to spotters. In the game, if you don't have at
least 3/4 of your car parallel to the AI car, he's going to come down
on you {take your line}. When there are only 10 to 15 laps left, of
course every man for himself, but during the race there must be a sense
of respect that you got out drove into and out of the turn and let
your opponent go by
If you adjust the aggressiveness settings (last pair of 3-digit numbers) in the
drivers2.txt file for the car set that you're using, you'll find that the AI cars are
not as likely to cut you off. They actually back off sometimes if you beat them
cleanly into a corner, depending on what the values are (the higher the value the
more aggressive).
Steve Grant
Quoted text (7 lines)
>>>Different pit speed limits for different tracks. >>This is not realistic. NASCAR has mandated a 55mph speed limit in the pits. >>Period. >not true. each track has a different pit speed limit. some tracks are >65, some are 35, some or 45 mph...I'd like see more accurate lap info. What I mean is there should be a timer or
something that tells me how many laps I went since I pulled out of the pits, my
average lap time, gas mileage, etc etc. Good for when working on setups.
Los


































