>Ok, here's my say in what Nascar 3 should have.
>1. Make it so that the groove dvelops durning the race. (aka : whenever
>a tire squels, have it so it lays down ***) The occasional skid marks
>are handy, but unrealistic.
And how about a rain to green up the track following all the ***
that's laid down by the busch guys and practice?
it'd be neat, but not necessary for me. double file restarts more
important!
don't forget to accelerate time for when you make changes to the car,
however long it may take. And if you *wreck* a car, you have to fix
it and live with it for the race, *or* go to the backup. And if you
crash 2 cars, well, you're hurtin!
See above... kill too many cars and you're fired as the driver or
something (maybe lose the sponsor)
true. they do slow em' down in the race. they also don't move out
of your way into the turns usually either.
trackbar trackbar trackbar (during pitstops too) crossweight in more
than 1 location.
too complicated for me, but willing to learn
> 7. More adjustments. (tow in, camber in the rear tires, etc.)
FWIW, the real NASCAR guys can't adjust rear camber either.
--
God Bless,
Steve
(remove the <remove this> from my address when
replying via e-mail)
> > 7. More adjustments. (tow in, camber in the rear tires, etc.)
> FWIW, the real NASCAR guys can't adjust rear camber either.
Really? I thought they could, but it just amounted to everyone running
the maximum negative camber allowed by NASCAR? (2.0 degrees from memory;
don't have rule book handy...)
I could of course be totally off.
---Jim
Quoted text (13 lines)
> >Ok, here's my say in what Nascar 3 should have. > >1. Make it so that the groove dvelops durning the race. (aka : whenever > >a tire squels, have it so it lays down ***) The occasional skid marks > >are handy, but unrealistic. > And how about a rain to green up the track following all the *** > that's laid down by the busch guys and practice? > >2. Have the pit crew visible when doing pitstops. > it'd be neat, but not necessary for me. double file restarts more > important!I like a lot of your ideas.
Add on - Variable jets in the carb for qualifying and race setups. They
use bigger jets in qual setups in WC to get 10 - 15 more horse Power out of
the cars.
Most of the ideas below would definitely add to game realism.
> > >Ok, here's my say in what Nascar 3 should have.
> > >1. Make it so that the groove dvelops durning the race. (aka : whenever
> > >a tire squels, have it so it lays down ***) The occasional skid marks
hour
etc.)
race.
body)
> > too complicated for me, but willing to learn
> I'd like to have short track cars, or superspeedway cars to choose from.
> BTW, does anyone know what the difference is between them?
> --
> James
Quoted text (13 lines)
> > >are handy, but unrealistic. > > And how about a rain to green up the track following all the *** > > that's laid down by the busch guys and practice? > > >2. Have the pit crew visible when doing pitstops. > > it'd be neat, but not necessary for me. double file restarts more > > important! > Amen to the restarts!!! > > >3. Make the Practice times limited. Keep the warm-up to the race anQuoted text (11 lines)
> > >long. (happy hour of course. :) > > don't forget to accelerate time for when you make changes to the car, > > however long it may take. And if you *wreck* a car, you have to fix > > it and live with it for the race, *or* go to the backup. And if you > > crash 2 cars, well, you're hurtin! > Cool Idea! How about a limited # of provisionals allowed; if you fail to > qualify, you sit out the race. > > >5. Have a career mode. (Max 20 seasons, can own extra cars, moneyQuoted text (7 lines)
> > See above... kill too many cars and you're fired as the driver or > > something (maybe lose the sponsor) > This could be a game in itself! I know there is a GP2 Manager game, but > I don't know the details of it. Win or lose sponsors, attempt to field 2 > cars. Driver injuries, no cash, etc. > > >6. Slow the cars down. The real Cup cars don't go that fast in theQuoted text (13 lines)
> > true. they do slow em' down in the race. they also don't move out > > of your way into the turns usually either. > > >7. More adjustments. (tow in, camber in the rear tires, etc.) > > trackbar trackbar trackbar (during pitstops too) crossweight in more > > than 1 location. > Amen to that! While nobody adjusts the front screwjacks in a race, I'd > like to be able to set it during practice and warmup. Trackbar, Hell > yea!! > > >8. Build your own cars for career mode. (able to set castor, set theThe sim needs at least 3 sets of AI files. One set is used during the
1st couple of laps after a double file start or restart. The grooves
are a little bit further apart than in the normal racing AI files. This
will help stop the major slow-ups as the cars try to get through the
first few turns and start getting in line for real racing. The 2nd set
of files would be similar to what they already have in N1/N2/ICR2, etc.
However, the 3rd set would be forced on to cars that are "crippled" and
not running up to speed. Depending on the track they are either high
grooves or low grooves.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
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