Race Sim Central
Rec.Autos.Simulators Archive

NASCAR2: More ideas

15 posts by 10 people · 17 Jul 1996 - 21 Jul 1996

Chris Bitn 17 Jul 1996#326436
Ideas for Nascar 2: In certain crashes, when the cars spin out right, have them flip over...and stuff. Btw; when the player car crashes, try to keep from the entire track being cut off, it's silly for all those cars to just STOP like they di...they need to be able to get aroudn :) and maybe the game to play faster.. it feels slow, to go around, cause when one crashes, there is alot of time to see where your going an correct. something more fast, with qucik second decsions would be kewl how about 50+ cars in the field...with the first 40-32 whatever qualifying each racea dn the rest sitting out??? this allows more cars to be availbale. ALso: can there be more random qualifying for the CPU cars? it seems the likes of Rusty and so forth always seem to be in the front or close to it..why not Ken Scrader or others getting to the front sometimes? And a function to allow either manual and automatic pit stop abilities. In Nascar, you have to manually slopw the car and find the stall and then hit the number 5 key on the number pad ONLY when the car is in the perfect spot to pit. How about the choice to have the car AUTO it for you? if you want? when you come off turn four and pull down into the pits..the cpu takes control of the car and pits in perfectly, and preforms the repairs...whjen the clock turns green ..you return to the control. this is good, especially for those who never did learn how to pit, since I can't find that little tidbit in the damned instruction manual, and had to stumble upon it one day :) How about more car sets in the new version? 95 car sets, 96? 97 even? Iroc and maybe 85 versions of nascar? :) Modifiesds and late model type cars for the smaller tracks? also, it seems the cpu cars pit so far apart, that wven with a good to great setup, I can't seem tp puit with the leaders.... do they EVEN pit at alL??????? I'd like to see a bunch of leaders all pit aropund the same 3 or 4 laps.. Also, double file restarts for lapped cars is kewl. roof flaps that are imployed would be great. in car cameras? yup... More aggressive competitors... like the last 5-6 laps, when racing with the leaders, have them get as desperate as you :) Oh, and have Night races as part of the series...even if it's a single race and not just the championship season...especailly at C***te, if the light setup can be "duplicated" Less yellow flag laps for cautions...tkaes FOREVER TO get back to racing...and as stated bt someone else...a choice between complete and limited yellows.... Complete yellow: any crash counts Limited yellow: Spins do not, only two or more cars involved count. I'd like a in gave tutor for the garage...that tells you hints on how to set up the car before each race. Like: at Michigan in the garage before the race, once the weather has been determined...a crew chief can be accessed that will tell you his recommendations for setup based on actual nascar events at that track by other drivers in real races over the years. then you go in and set it up accordingly and hope that setup works during YOUR race. somestimes it will, sometimes it wont. Also, after each race, a technical spec of your race,w ith what your setup accomplished and what you should have done. this way, non technical racers who want to just have fun, can learn setups too :) aNYWAY,. just for fun some ideas.... and MORE decals, more choice of size on fonts for numbers...:) thanks
said... Eye candy. I agree. This needs fixing, especially when the crash occurs in front of me and there's about twenty cars between me and the crash site -- it results in another chain reaction collision caused by me. It seems like flat spins have been done real well by Papyrus. The only time quick spins happen is when the car flips over (as you suggested above). Try "IndyCar Racing II". :-) Papyrus suggested that they'll try to implement this, along with other things to make qualifying more real-life-ish. You can alter the DRAG settings in DRIVERS2.TXT to have the cars qualify how you want them to. I've seen many complaints about how pitting is troublesome -- I just don't see it. In NASCAR, all you need to do is once you drop off the apron, get left on pit lane, slow down to 55, then brake gradually until you're just about to pass the gas man on the left and mash the brakes. That should put your car after the gas man and before the PIT sign-holder. Then your car gets serviced. Just like finding racing lines and working on setups, pitting requires practice. If we use your idea, we might as well give the actual racing an automatic option too. Look around the WWW; you'll find those car sets for the original NASCAR. Edit the SPDWY settings in the <track>.TXT files. The second and third number in that line are the minimum and maximum lap intervals between pitstops. During caution periods, if the cars have driven >50% of their pitstop interval, they'll pit. Not only cool, but necessary. Eye candy. We have that already. Check the REPLAY section. Jack up the aggresiveness ratings in DRIVERS2.TXT. In my car set, Jimmy Spencer has 900-999 aggresiveness, and he's a handful, thanks. Yeah, it would be better if Papyrus implemented this as a Single Race option instead of us having to find a hack for it. If you've watched NASCAR races, you'd find that NASCAR yellows are anything but short. Papyrus has it modeled correctly. In real-life NASCAR, spins aren't called for yellows unless the spun car stops in the racing line or if it caused debris. What I'd like to see are those phantom yellows, like in real-life NASCAR and IRL, where there's "debris on the track," when no camera can see it. Especially frustrating when you've got a big lead, or encouraging if you're lagging behind. Or a "crew chief/chief mechanic" guy, where you input, "My car is loose in turns 1 and 3," and the computer will automatically make changes to the setup that should alleviate the problem. Don't forget double-file restarts...please Papy? -- +------------------+--------------------------------------------+ | G. Warren Abao | Official BBL Jacksonville Jaguars Website: | +------------------++------------------------+------------------+ | SPOOOOOOOOOOON!!! | BBL Jacksonville 1-0 | IFL Chicago 11-6 | +-------------------+------------------------+------------------+
Keith Spero 17 Jul 1996#326438
> This one has already been addressed. There will be NO 3D crashes. NO > flips. Apparently part of the licensing agreement with NASCAR prohibits > this development. Besides, I am looking or a racing simulator, not a > wrecking simulator. I want more effort and CPU use going to simulating > racing, not goo-gah eye-candy. But that's just my personal taste and > wants. Then why does Sega's Daytona USA game have flips? Keith Speroni http://www.geocities.com/motorcity/2172
: Ideas for Nascar 2: : In certain crashes, when the cars spin out right, have them flip : over...and stuff. This one has already been addressed. There will be NO 3D crashes. NO flips. Apparently part of the licensing agreement with NASCAR prohibits this development. Besides, I am looking or a racing simulator, not a wrecking simulator. I want more effort and CPU use going to simulating racing, not goo-gah eye-candy. But that's just my personal taste and wants. [snip] : how about 50+ cars in the field...with the first 40-32 whatever qualifying : each racea dn the rest sitting out??? this allows more cars to be : availbale. Something along these lines will be available. You may even need to use a provisional to get in if you can't beat the field in qualifying. [snip snip snip] -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
: Then why does Sega's Daytona USA game have flips? I don't know, I give up.... Could it be because it's a GAME? Anyway, I was just passing on information... -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ville Ko 18 Jul 1996#326694
Quoted text (8 lines)>> This one has already been addressed. There will be NO 3D crashes. NO >> flips. Apparently part of the licensing agreement with NASCAR prohibits >> this development. Besides, I am looking or a racing simulator, not a >> wrecking simulator. I want more effort and CPU use going to simulating >> racing, not goo-gah eye-candy. But that's just my personal taste and >> wants. >Then why does Sega's Daytona USA game have flips?
hmmm...looks like its the game engine...indycar 2 uses a tweaker nascar game engine and in indycar 2 the cars cant get airborne...so I think papyrys game engine wont allow it...either in nascar or indycar2. ...but I may be wrong...please replay if U know better... ~~~~~~~~~~~~~~~~~~~~~~~Ville Kopu~~~~~~~~~~~~~~~~~~~~~~~~~~~ ViK at IRC, #f1 & #gp2 http://koti.kolumbus.fi/~vkopu ~~~~~~~~~~~~~~~~~~Second is first of loserS~~~~~~~~~~~~~~~~~
Tony Joh 18 Jul 1996#326695
On Wed, 17 Jul 1996 17:06:31 +0000, Keith Speroni Because a) it's a game (you don't see the cars DAMAGED by the flips, do ya?) and b) it is a console video game, and consequently has roughly a ZILLION times the horsepower to do 3D physics. Although, the physics model in the Sega flips is so cheezy it's barely worth the extra processing power. -- Tony Johns (Hawaii: IWCCCARS) IWCCCARS Project Coordinator http://www.xmission.com/~iwcc/project.htm http://alt.xmission.com/~iwcc/project.htm http://www.iwcccars.git.net/
P. Campbe 19 Jul 1996#326941
Quoted text (10 lines)>On Wed, 17 Jul 1996 17:06:31 +0000, Keith Speroni >>Then why does Sega's Daytona USA game have flips? >Because a) it's a game (you don't see the cars DAMAGED by the flips, >do ya?) and b) it is a console video game, and consequently has >roughly a ZILLION times the horsepower to do 3D physics. Although, >the physics model in the Sega flips is so cheezy it's barely worth the >extra processing power.
..and it's certainly not worth the effort to put flips in NASCAR 2 when there is so much more to be improved to make the sim more realistic, like: Two lap qualifying at short tracks ******note, the above is currently my biggest pet peeve*** Fixing the Talladega tri-oval (being done) Fixing the AI at all tracks to be more realistic Having variable pit areas Double file restarts Green flag trigger AFTER the last turn at Sears Point Pole sitter starts to the right of 2nd place starter at the Glen ***Note, this assures the pole sitter of starting to the inside of the first turn**** More flags, like: Rolled up yellow signaling one lap till green Move over flag Crossed flags for halfway point Red and Black flags signal end of practice Pat ----------------------------------------------------------------------------- Pat Campbell The Chevy Monte Carlo 6,94,88,16,4,25 Lexington, AL NASCAR's Wide Load War Eagle!!! Home Page: http://fly.hiwaay.net/~pscampbe/pscindex.html NASCAR Stats: http://fly.hiwaay.net/~pscampbe/nascstat.html -----------------------------------------------------------------------------
Quoted text (8 lines)>> This one has already been addressed. There will be NO 3D crashes. NO >> flips. Apparently part of the licensing agreement with NASCAR prohibits >> this development. Besides, I am looking or a racing simulator, not a >> wrecking simulator. I want more effort and CPU use going to simulating >> racing, not goo-gah eye-candy. But that's just my personal taste and >> wants. >Then why does Sega's Daytona USA game have flips?
Sega's "Daytona USA" = Racing Sim? Hahahahaha... Let Papyrus fix the double-file restarts, AI behavior, Talladega tri-oval, grip levels in middle and outer grooves of the banked turns, and yellow-flag sensitivity first. Then MAYBE they can worry about flips... -- +------------------+--------------------------------------------+ | G. Warren Abao | Official BBL Jacksonville Jaguars Website: | +------------------++------------------------+------------------+ | SPOOOOOOOOOOON!!! | BBL Jacksonville 1-0 | IFL Chicago 11-6 | +-------------------+------------------------+------------------+
KMAN 19 Jul 1996#326943
Quoted text (11 lines)> On Wed, 17 Jul 1996 17:06:31 +0000, Keith Speroni > >Then why does Sega's Daytona USA game have flips? > Because a) it's a game (you don't see the cars DAMAGED by the flips, > do ya?) and b) it is a console video game, and consequently has > roughly a ZILLION times the horsepower to do 3D physics. Although, > the physics model in the Sega flips is so cheezy it's barely worth the > extra processing power. > --No offense but the cars DO get damaged from the flips, i dont' want to
start an argument with you, your probably the last person i would argue with so don't take that offensivly :-) Just a comment. Keith Speroni http://www.geocities.com/motorcity/2172
KMAN 20 Jul 1996#327185
Quoted text (14 lines)> >> This one has already been addressed. There will be NO 3D crashes. NO > >> flips. Apparently part of the licensing agreement with NASCAR prohibits > >> this development. Besides, I am looking or a racing simulator, not a > >> wrecking simulator. I want more effort and CPU use going to simulating > >> racing, not goo-gah eye-candy. But that's just my personal taste and > >> wants. > >Then why does Sega's Daytona USA game have flips? > Sega's "Daytona USA" = Racing Sim? Hahahahaha... > Let Papyrus fix the double-file restarts, AI behavior, Talladega tri-oval, grip > levels in middle and outer grooves of the banked turns, and yellow-flag > sensitivity first. Then MAYBE they can worry about flips...
I'm not saying that i want flips (after Jeff's race i don't really care for them) but i just was wondering why nascar let Daytona USA have flips? Thanks, Keith Speroni http://www.geocities.com/motorcity/2172
: I'm not saying that i want flips (after Jeff's race i don't really care : for them) but i just was wondering why nascar let Daytona USA have : flips? Actually I don't think NASCAR is really the "licensing body" for Daytona USA. Also, NASCAR is not directly involved with DAYTONA USA like they will be with Papyrus' NASCAR2. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Chuck Stuar 20 Jul 1996#327187
Quoted text (7 lines)> : I'm not saying that i want flips (after Jeff's race i don't really care > : for them) but i just was wondering why nascar let Daytona USA have > : flips? > Actually I don't think NASCAR is really the "licensing body" for Daytona > USA. Also, NASCAR is not directly involved with DAYTONA USA like > they will be with Papyrus' NASCAR2.
NASCAR isn't directly involved with NASCAR 2 other than as technical advisers. They will administer the NRL which requires the use of NASCAR 2 to participate. Chuck Stuart - Mesquite TX USA
Yann 21 Jul 1996#327414
Quoted text (12 lines)>>> This one has already been addressed. There will be NO 3D crashes. NO >>> flips. Apparently part of the licensing agreement with NASCAR prohibits >>> this development. Besides, I am looking or a racing simulator, not a >>> wrecking simulator. I want more effort and CPU use going to simulating >>> racing, not goo-gah eye-candy. But that's just my personal taste and >>> wants. >>Then why does Sega's Daytona USA game have flips? >Sega's "Daytona USA" = Racing Sim? Hahahahaha... >Let Papyrus fix the double-file restarts, AI behavior, Talladega tri-oval,
grip >levels in middle and outer grooves of the banked turns, and yellow-flag >sensitivity first. Then MAYBE they can worry about flips... All games are eye candy. Why not turn off all textures? Who needs them? Chris
: NASCAR isn't directly involved with NASCAR 2 other than as technical advisers. They will : administer the NRL which requires the use of NASCAR 2 to participate. NASCAR is the "official" licensing body of NASCAR2. I am sure that in granting this license the governing body and board of directors of NASCAR have some say in the final product that receives this license. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy