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Does Papyrus still intend to make Win95 vers. of ICR 2 AND Nascar ?

39 posts by 27 people · 22 Feb 1996 - 14 Mar 1996

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)

release/newsrumour/speculationIndyCar Racing IINASCAR Racing

Automated summary.

Subject says it all !!! ******************************************************* Mike D. Procrastination is not a failing .... Think of it as an Artform.....EVEN A HIGHER CALLING .... ;-) *******************************************************
John Vozna 23 Feb 1996#313233
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!!
RickGent 23 Feb 1996#313235
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
John Vozna 24 Feb 1996#313288
>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 +++++++++++++++++++++
Jeff Ha 25 Feb 1996#313339
>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
Jeff Ha 25 Feb 1996#313340
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
RickGent 26 Feb 1996#313397
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!
Tony Joh 27 Feb 1996#313455
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]
RickGent 27 Feb 1996#313456
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.
Julian Data 27 Feb 1996#313457
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
m.. 28 Feb 1996#313484
something kinda like:
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! :) jeff
RickGent 28 Feb 1996#313485
>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 \::/ \._______\
Tim Dix 01 Mar 1996#313586
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!
RickGent 01 Mar 1996#313587
>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.
John Sil 02 Mar 1996#313618
>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
Flavio Sil 02 Mar 1996#313619
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??
Flavio Sil 02 Mar 1996#313620
(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.
Julian Lov 05 Mar 1996#313718
<bits snipped>
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.
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
Lo 07 Mar 1996#313771
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
9. Spotters, also saying "clear right", "clear left", ect... 10. Crew chief voice telling you "pit now" or "pit in 2 laps" or "We can make it on fuel", "Conserve those tires", Calm Down!"...ect... I concur with above, however most of these should be options (read:dirty windscreens and glare) Thanx, 1J
>>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. :)
Andy Jacks 08 Mar 1996#313819
: 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 .. : --
P. Campbe 08 Mar 1996#313820
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.
Quoted text (7 lines)>Period. >/=================================================\ >| John Simmons (Redneck Techno-Biker) | >| http://www2.connectnet.com/users/jms/index.html | >\=================================================/
Wrong...There are different pit speeds at short tracks, than at the big tracks. Mike
: >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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Do 09 Mar 1996#313862
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
Mike Donnel 10 Mar 1996#313886
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
Lo 11 Mar 1996#313931
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
Steve Gran 13 Mar 1996#314037
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
Ron_Ste 13 Mar 1996#314038
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...
Thanx for setting this guy straight. And while we're at it, how about a realistic pace car speed based on the track as well. Kinda hard to pit at some tracks when you can only go 55 but the pace car leads 'em around at 90 (Talladega... thank God it's so damn long). True, and it would be a good thing to be able to turn off (if you're serious enough about the game). Just make sure you get that tach check. And that puts you at a disadvantage because while you're slipping and sliding on your worn out tires, they keep right on lapping as fast or faster than they qualified. Right along the same lines as tire wear. ------------------------------------------------------------------------------ Ron Steve "You hear people talk, well, he's 44, so he's lookin' to #24 #3 slow down. Well they can kiss my butt. I'm having a damn AB28 good time, and I'm just gettin' good at this." -Dale Earnhardt ------------------------------------------------------------------------------
Lo 14 Mar 1996#314088
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

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