Would it be possible for a simple explaination as to why it a
problem having straight pit roads in Nascar2.
Also along similar lines as to why there a concrete walls
where they shouldn't be. e.g. Watkins Glen chicane, turns 7
and 11 at Sears Point etc.
--
Nigel of Lakewood Motorsports
Nascar Coruba & Coke Chevy
Hamilton
New Zealand
Notable threadSokoloff explains NASCAR 2's curved pit roads and walls
Asked why NASCAR Racing 2 forces pit roads onto the racing surface's arc and puts walls at road-course chicanes, Papyrus's Jim Sokoloff said it was a limitation of the 'abysmal' track tools and the AI, and the walls were there to prevent corner-cutting. He discussed evolutionary rather than revolutionary sim development and revealed that nearly every surface, even painted lines, has its own grip value. Others suggested alternatives such as black flags for cutting.
With Jim Sokoloff (Papyrus)
Automated summary.
This is a limitation in our current track tools (which are abysmal in
general) and in our current AI. The limitation amounts to "the pit
road has to fall on the same arc as the racing surface" It's being
looked at very seriously right now for future products.
To prevent cheating primarily. Otherwise, you'd have people crashing
through T7 at the Glen, completely avoiding the Inner Loop. Of course
we could write code to penalize someone for doing it, but that code
isn't trivial to write, nor does it really capture all of the human
judgement that really goes into it. (Putting a wall there
appropriately "penalizes" anyone who tries to avoid the Inner Loop...
:-) )
A secondary consideration is the limitations of the current game
engine. (Too complicated to explain even in a long post, but basically
there was no way to accomplish 100% accurate modelling of the Glen
without sacrificing something in the game. The incorrect walls was the
"best" of the solutoins available to us.)
---Jim Sokoloff, Papyrus
> This is a limitation in our current track tools (which are abysmal in
> general) and in our current AI. The limitation amounts to "the pit
> road has to fall on the same arc as the racing surface" It's being
> looked at very seriously right now for future products.
Okay, so you've written two major game releases (Nascar/Indycar times
2!) and you still have what you call "abysmal" tools? I guess this is
just one of those things...typical marketing...wait for Nascar 3 they
tell us. Just one of the reasons Nascar 2 will never see my hard drive.
To prevent cheating doesn't cover it. If cheating were a concern you
would have coded that penalty. This is a simulation, and thusly, it
should simulate the actual track. At the Glen, if you want to blow
through the Inner Loop, you do it and take a possible penalty depending
on whether you make up positions. In Nascar 1 and 2, you end up out of
the race if you misjudge the braking into the Loop. Realistic? No.
James.
Quoted text (8 lines)
>> This is a limitation in our current track tools (which are abysmal in >> general) and in our current AI. The limitation amounts to "the pit >> road has to fall on the same arc as the racing surface" It's being >> looked at very seriously right now for future products. >Okay, so you've written two major game releases (Nascar/Indycar times >2!) and you still have what you call "abysmal" tools? I guess this is >just one of those things...typical marketing...wait for Nascar 3 they >tell us. Just one of the reasons Nascar 2 will never see my hard drive.Sorry, that should be "give a rat's red behind"
---Jim Sokoloff, Papyrus
Quoted text (9 lines)
>> This is a limitation in our current track tools (which are abysmal in >> general) and in our current AI. The limitation amounts to "the pit >> road has to fall on the same arc as the racing surface" It's being >> looked at very seriously right now for future products. >Okay, so you've written two major game releases (Nascar/Indycar times >2!) and you still have what you call "abysmal" tools? I guess this is >just one of those things...typical marketing...wait for Nascar 3 they >tell us. Just one of the reasons Nascar 2 will never see my hard drive.Quoted text (18 lines)
> Too bad, you're missing out on one hell of an experience. Sure NASCAR > 2 isn't perfect, but there are definitely more good points than bad. > Would you rather they remain in development until every aspect of the > game is 100% identical to real life? Papyrus would go out of business > before releasing their next title if they followed that road. This > isn't Star Trek: The Next Generation country, where you can walk into > a holodeck and get a super releastic, lifelike simulation of auto > racing. Just like I couldn't go out and buy some compiler and put > together a quality racing sim of this caliber, the Papyrus guys have > to go through some kind of development and learning in regards to > creating the tools they use to build these sim racing worlds. > After Jim described the track tools as 'abysmal', it said to me loud > and clear the we have much further to go then we've come so far. And > after pondering NASCAR 2 in it's current state, I CAN'T WAIT to see > what results at the end of the line. > Kyle LangstonI agree...
Of course they were; we went from nothing to something that was maybe
70% realistic. In order to be more revolutionary, we'd have had to go
to 141% realistic with the next version... :-)
I don't think it's necessary to be revolutionary, but rather
evolutionary in the pursuit of a fun, entertaining, compelling and
realistic NASCAR experience.
Just a historical note, N1 saw the debut of SVGA graphics in a Papyrus
sim. (If you bought the floppy version, that was VGA-only, but that's
another story...)
---Jim Sokoloff, Papyrus
> Nascar 2 has only a new interface and a spotter to add to it's
> game play. My main reason for being critical of Nascar 2 is just that -
> I don't feel that enough was added to the game to justify the next
> version.
James,
There's more under the hood of N2 than just a new interface and spotter
(which by itself is a huge feature). The camber of the roadway at Sears
Point and the Glen is much improved. You'll find both of these tracks
much more "driveable" than they were in N1. The car physics have been
tweaked, so handling feels better. It now feels like you're driving a
3,500 pound stock car at every track. Trackside objects are more dense;
the tracks themselves look darn good. For instance, Dover now sports
concrete, a pedestrian bridge and infield towers. Talladega has an
improved tri-oval, so you can race through on any line. Campers that
align the infield at each track bear different banners of favorite
drivers; ambulances sit at the ready. More parts of each car are
paintable, and the paint kit is accessible from directly within the
game. You can preview in 3D a finished version of your artwork from
within the paintshop, and there are new painting tools such as smudge
and polygons. You can race "events" now, rather than tracks- so if you
want to run the night race at C***te in a single event, you can do so
(as opposed to having only night racing in championship season mode in
N1). There is a tow truck (albiet an invisible one) and network play
built in.
Just thought you might find this info useful.
God Bless,
Steve
Thanks for your reply re walls where they shouldn,t be in
Nascar 2.
How about though, would it be simple to make them invisible
with orange markers on them to simulate the markers they use
in real life.
At least then the track would be more to the real track and
also it would still discourage cheaters.
--
Nigel of Lakewood Motorsports
Nascar Coruba & Coke Chevy
Hamilton
New Zealand
Ahhh... an opening :-)
This brings up the next part of the subject, being "evolutionary".
Keep in mind, if they keep to their established schedule, nascar 3 ,
if there is one, will be released some time in late 1998. Think about
what the standard computer will be then. Certain things like the AI
are damn good now, they can be improved a little, but not radically.
It might be easier for the programming grunts to convince "management"
they need to seriously improve the track tools to help justify the
newest version. Seems like the most obvious improvement to realism
they can take next. But, then again, i didn't see spotter audio
coming.
The biggest improvement games are likely to go through in the next
year or so is the use of higher color depths ( 64k or even 16 million
colors ). There are a few in development right now. That is at least
as significant an improvement in the graphics as SVGA was. Things
start to look photo-realistic and a lot less like cartoons. I tried
running nascar 1 in regular old vga the other day... ugh!
The Rendition version already uses 16-bit color (as do all games using
bi-linear filtering).
--
The IWCCCARS Project: Q & A Representative
http://www.theuspits.com/iwcccars/index.html-ssi
http://userwww.service.emory.edu/~ebusch/
Quoted text (8 lines)
> Thanks for your reply re walls where they shouldn,t be in > Nascar 2. > How about though, would it be simple to make them invisible > with orange markers on them to simulate the markers they use > in real life. > At least then the track would be more to the real track and > also it would still discourage cheaters.There's way more than that. Pretty much every surface has a slightly
different grip value. (Even the painted lines differ slightly from the
concrete or asphalt next to them...) This gave me no end of amu***t
when I discovered this little tidbit (a few weeks after starting at
Papyrus) It was then that I realized just how serious this was... :-)
The only problem is that reducing the grip doesn't really fix it, as
you don't need much grip at all to shoot straight through the
"shortcut."
---Jim Sokoloff, Papyrus
Jim, is this your job? Is this all you do during your day? Just post
responses to everyone's questions? If it is my resume' is on the way:)
Quoted text (18 lines)
> >That's an interesting suggestion. The other option would be to use > >traction differences to bog the car down so bably that the route through > >the escape road would be less than profitable for cheaters. A trip > >across the grass will show you that there are varying traction levels in > >the game already. Perhaps there are just two levels - grass and > >asphalt? > There's way more than that. Pretty much every surface has a slightly > different grip value. (Even the painted lines differ slightly from the > concrete or asphalt next to them...) This gave me no end of amu***t > when I discovered this little tidbit (a few weeks after starting at > Papyrus) It was then that I realized just how serious this was... :-) > The only problem is that reducing the grip doesn't really fix it, as > you don't need much grip at all to shoot straight through the > "shortcut." > ---Jim Sokoloff, PapyrusNo, I do this on my own time, from my own computer at home... I found
no one would pay me for doing this anywhere near what I can make being
a computer jockey...
---Jim, Papyrus
Jim,
I saw a post from you concerning N2 Atlanta with respects to high vs low
groove. I can't
seem to get the high groove to work anywhere as well as the low groove.
What do you
see as good times at Atlanta for the "high groovers" at Papy.
Regards,
---Wayne
On 14 Mar 1997 10:37:01 -0700, "Wayne Williams"
>I saw a post from you concerning N2 Atlanta with respects to high vs low
>groove. I can't
>seem to get the high groove to work anywhere as well as the low groove.
>What do you
>see as good times at Atlanta for the "high groovers" at Papy.
I don't know for N2; I can let you know after week three of our
in-house series... :-)
For N1, I recall qualifying speeds of greater than 186, and race
speeds on fresh tires of roughly 184.5... The best I can do is run the
low groove, for about a 182.9 or so. So I routinely get blown away at
Atlanta and just go out there to make laps and hope for frequent
cautions to stay on the lead lap...
Even after being given a good high-groove setup, I just can't keep the
thing under me at anywhere near the speeds my officemates turn there.
(It's just a driving style thing I presume.)
---Jim Sokoloff, Papyrus, one of the distressingly slow, but
reasonably safe drivers in the in-house league.
Quoted text (8 lines)
> >Jim, is this your job? Is this all you do during your day? Just post > >responses to everyone's questions? If it is my resume' is on the way:) > No, I do this on my own time, from my own computer at home... I found > no one would pay me for doing this anywhere near what I can make being > a computer jockey... > ---Jim, PapyrusOn Fri, 14 Mar 1997 16:02:27 -0500, Bill Hutson
The question was answered and discussed earlier in the thread.
Kyle Langston
____________________________________________
IBM #72 Ford Thunderbird - Hurricane Racing
http://www.traction.git.net/hurricane/
NASS Series 1997 Winsten Cup Division
Quoted text (9 lines)
>> >Jim, is this your job? Is this all you do during your day? Just post >> >responses to everyone's questions? If it is my resume' is on the way:) >> No, I do this on my own time, from my own computer at home... I found >> no one would pay me for doing this anywhere near what I can make being >> a computer jockey... >> ---Jim, Papyrus >you gonna answer his question about the pit roads or not? sheesh.On Fri, 14 Mar 1997 16:02:27 -0500, Bill Hutson
>you gonna answer his question about the pit roads or not? sheesh.
I believe that I already did. Check www.dejanews.com if you missed
it...
Sheesh...
---Jim Sokoloff, Papyrus


































