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Rec.Autos.Simulators Archive

N2: Multiplayer questions

7 posts by 7 people · 06 Apr 1997 - 08 Apr 1997

Hi there, I tried playing on the modem with my friend for the first time - WOW! It's too bad I didn't try it earlier. I have a couple of questions: 1) It seems that on pit road in practice there is some braking help (at Phoenix anyway). I get up to speed (about 80?) on pit road, and then the brakes come on to slow me down. I don't have braking help on - what's the story? 2) My friend and I can't get the cars looking right. In order for us both to see the same cars (my car and his), do we need to have identical carsets loaded or what? How does this work? Thanks for any help, and if you haven't tried multiplayer - do it - you'll be glad you did! -Kolin S. Murray
Jim Sokolo 06 Apr 1997#362078
It prevents people from blowing out of pit lane, sliding up the track in turn 1 and pissing off everyone who was trying to practice... It's set just high enough that you can practice hitting the pit speed, but not so high that you can just fly out of there all out of control... --Jim Sokoloff
Quoted text (9 lines)>Hi there, >I tried playing on the modem with my friend for the first time - WOW! >It's too bad I didn't try it earlier. I have a couple of questions: >1) It seems that on pit road in practice there is some braking help >(at Phoenix anyway). I get up to speed (about 80?) on pit road, and >then the brakes come on to slow me down. I don't have braking help on >- what's the story?
Sandy - autobraking is applied in multiplayer NASCAR II because of a problem people identified on the Hawaii online-racing prototype service - some people come screaming out of pit row and slam into the field during practice session. Apologies for the suspension of reality with this one, but when we tested the enforcement of autobraking during online practice, people's complaints about pit-row merge mania faded immediately so we felt we made a good choice on balance. Sorry about that one; NASCAR II works as the original NASCAR did in this respect. The answering machine gets the car they've set up as player car (from MULTI carset), and answering machines are assigned cars based on their login order. We're working on improving this ... Charlie Heath Papyrus
Greg Cisko 07 Apr 1997#362190
Agreed. Modem racing with N2 is just great. I have done about 6 hours with a local friend. We use a carset with 8 white Ford's as computer drones. Our cars are painted normaly. The effect is *VERY* nice. You can plainly tell who your modem partner is. The carset you use *MUST* be named MULTI apparently. Was this in the manual? I do not believe so. We each saw *HIS* car as the other players car. This is obviously porked. My carset has me, him & 8-puter cars. His carset has him, me and 8-puter cars. What we both see basicly is *MY* carset. Is this something else that is broken in N2? It is very frustrating. I was also getting "MODEM Initialization Failure". I had to re-install the game. WTF? It worked great last time. The only changes I made was to add the 97season carset which I got from one of the N2 www sites. Don't tell me that was the freaking problem. But is sort of seems like it may have been... BTW, I think your observations on carsets is correct. I also think it uses the Answers carset. And the caller is just screwed. It is very frustrating for a quality product to be missing little things which just***up the whole thing. You are correct :-) > > -Kolin S. Murray -- Header address intentionaly scrambled to ward off the spamming hordes.
KHau 07 Apr 1997#362191
I not sure but i believe the answer is that the answering player always gets the first car in the carset, while the dialer gets the second in a two player modem game. Therefore you'll have to adjust your multi lists accordingly,and probably just have one of you answer all time (ie put his car first in set and dialers second ). The rest of the cars should always be the same for you to see same cars.
David Spark 07 Apr 1997#362192
<snip> The two computers are referred to as the client (the computer that dials) and the server (the computer that answers). The server machine should have the local player's car first in the list, and the opponent's car second. The client machine should have the opponent's car first, but with the local player's name on it, and the local player's car second (the name doesn't matter). Sounds crazy, but that's the way it works. Rumor is that the patch will take care of this problem. Dave Sparks IWCCCARS Project: http://www.theuspits.com/iwcccars Late Night League: http://www.sequoia-dev.com/Hawaii/latenite.html Hawaii Handle: davids
Shane Lans 08 Apr 1997#362322
Quoted text (11 lines)>>1) It seems that on pit road in practice there is some braking help >>(at Phoenix anyway). I get up to speed (about 80?) on pit road, and >>then the brakes come on to slow me down. I don't have braking help on >>- what's the story? >It prevents people from blowing out of pit lane, sliding up the track >in turn 1 and pissing off everyone who was trying to practice... It's >set just high enough that you can practice hitting the pit speed, but >not so high that you can just fly out of there all out of control... >--Jim Sokoloff
Good idea and quite logical really. Nothing worse that going on a flyer and some dummy flies out and slam dunks you into the wall. Shane Lansky Hobart,Tasmania Australia

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