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Rec.Autos.Simulators Archive

Skills Ratings in N2

6 posts by 5 people · 11 Dec 1996 - 14 Dec 1996

Matt Neil 11 Dec 1996#347553
Hi I was woundering if you can tell me something? Now I know that in the ratings, the range is from 100 to 900. So If I put say, Jeff Gordon's drag at 350 to 400, it will always be in that range for every race. But what I want to know is, what do the ratings mean? Aggression, Car Drag, Car Power, and Car Traction. I have a some what Idea what they are, but could anyone tell me what they really mean? And, what is better higher or lower, in each of the ratings. Also if I change my settings, will effect the car? Thanks for any info! MATT
Eric Busch 12 Dec 1996#347810
Aggression means the driver will fight harder for position and give less ground in the turns. Drag means the car has more wind resistance. The rest are painfully obvious. Higher numbers mean more of the category (you want less for drag as more will make you slower). I messed with mine in N1, and never really could tell that much of a difference. -- Emory University Graduate School of Arts & Sciences The IWCCCARS Project: Q & A Representative Nascar Setups Page: http://userwww.service.emory.edu/~ebusch/
RetroSco 12 Dec 1996#347811
For more realism and less predictability try widening the skill ranges. For example, Rusty Wallace had a rather inconsistent year. Widen his power rating from 200-562 and his drag to 100-325. Since he didn't wreck much, leave his traction a little narrower, say 400-550..etc. I like to bump up aggression levels to a minimum of 600. This encourages the AI to fight amongst themselves for postion and run 2-3 wide more often. It makes it a lot more challenging but it's cool to see that #24 get hung out to dry with 10 to go at Darlington <G>.
Tom Hansen 12 Dec 1996#347812
The only thing I don't like about Papy's randomizing model is it does not allow for drivers/teams to have an occasional good day or an occasional bad day. When you set a range from 200-562, the driver tends to get shuffled into the middle of the range (law of averages). By setting this range for Rusty - chances are he will just run middle of the pack most of the time. I would like Rusty to run great at short tracks most of the time - with an occasional problem. I would like Rusty to run closer to the rear at the restrictor plate tracks and have a 50/50 chance of running good or bad at the bigger tracks and one mile tracks. I have written a randomizer for Nascar Racing 1 to do just this - and include a qualification option as well. However, on Nascar Racing 2, this is a bit of the problem because they do not provide the save race weekend option. I typically would qualify using the qualifying settings, then save the weekend, reshuffle the drivers for racing and then go race. This typically will put Dale Earnhardt middle of the pack at the start and will add the realism of watching him come through the pack. The only problem is, that AI fixes for most tracks are required to allow him to pass cars (oh well). /THansen
Tom Hansen 12 Dec 1996#347813
Higher power and traction are better. The smaller the range the more consistent the driver. The NASCAR 2 game will randomize a value for each race weekend (or maybe each session - not sure) based on the range. Lower drag values are better. The drag plays a bigger role in the high speed tracks. So one way to setup a good short track driver would be with high power and traction numbers, but also a high drag number. You might setup Sterlin Marlin with high power and low drag numbers - and a fairly now traction number. You get the idea. No.
: Higher power and traction are better. The smaller the range the more : consistent the driver. The NASCAR 2 game will randomize a value for each : race weekend (or maybe each session - not sure) based on the range. Lower : drag values are better. The drag plays a bigger role in the high speed : tracks. So one way to setup a good short track driver would be with high : power and traction numbers, but also a high drag number. You might setup : Sterlin Marlin with high power and low drag numbers - and a fairly now : traction number. You get the idea. If these numbers hold true to how they were used in past Papyrus products, drag mainly affects Qualifying runs and has no real bearing under practice or races. Power affects straight away speed and traction applies to cornering ability. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

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