Can anyone tell me how to get a hold of the guys who are working on N3? Have a
few I dea they might like. Thanx in advance
Feature wishes for NASCAR Racing 3
Posters asked how to send ideas to Papyrus for NASCAR Racing 3; Jim Sokoloff gave the Papyrus mailing address and said Papyrus staff read r.a.s. Brian Tate said N3 would use the Grand Prix Legends physics model with separate springs and shocks. Suggested features included tyre failures, track bars, multi-clip replays, better damage and persistent rubber marks, with side arguments about Jeff Gordon.
With Jim Sokoloff (Papyrus)
Automated summary.
Really not a way to get a hold of them. They would not like their email addresses
given out. There are alot of new ideas and features that will be going into N3, it
is just a matter of which ones can make it in or not.
Best thing to do is to post them here and then maybe someone that knows might
forward a good idea to the design team.
Brian
> Can anyone tell me how to get a hold of the guys who are working on
> N3? Have a few I dea they might like. Thanx in advance
The company is Papyrus, a division of Sierra, a division of CUC, a
division of Cendant. :-)
The paper mail address is:
Papyrus
One Arsenal Marketplace
Watertown, MA 02172
A good approach is to discuss the ideas in rec.autos.sim. I assure you
that Papyrus eyes are watching... And the ideas will benefit from
public discussions.
Keep in mind not every suggestion makes sense, and those that do may
not make it into a given product. But it's worth making them for a lot
of them do.
Realistically, e-mail to some random person (or support, or feedback,
or whatever) at Sierra will more likely end up in the bitbucket than
in the hands of a producer or designer on the N3 team.
---Jim
Speaking of ideas for NASCAR3, my main hope is that you can make
adjustments to the cars like they do in NASCAR - i.e., trackbar.
Thanks for the heads up, Jim. :)
Quoted text (25 lines)
>> Can anyone tell me how to get a hold of the guys who are working on >> N3? Have a few I dea they might like. Thanx in advance >The company is Papyrus, a division of Sierra, a division of CUC, a >division of Cendant. :-) >The paper mail address is: >Papyrus >One Arsenal Marketplace >Watertown, MA 02172 >A good approach is to discuss the ideas in rec.autos.sim. I assure you >that Papyrus eyes are watching... And the ideas will benefit from >public discussions. >Keep in mind not every suggestion makes sense, and those that do may >not make it into a given product. But it's worth making them for a lot >of them do. >Realistically, e-mail to some random person (or support, or feedback, >or whatever) at Sierra will more likely end up in the bitbucket than >in the hands of a producer or designer on the N3 team. >---JimThis suggestion has probably been given but how about having tire
blow outs like in real WC races. I even think the sun glare idea from
NASCAR 2 is now possible with the advances in 3dfx technology, ect
since N2.
John
Since N3 will be using the same physics model as GPL, alot of the the
things you can work with in the garage will be more real. Instead of
shocks, you will have shocks and springs. Past Papyrus sims would not let
you seperate this due to the physics that it used. If I am not mistaken, I
think the trackbar will be another adjustment you can make but not sure on
that.
Brian
ummm, don't pit and you will get a tire blow out. :> I know what you
mean here though, a more random chance of running over something and have
a tire failure, either by it going down or blowing out.
Hope so too. The sun glare screen shots we all before N2 looked pretty
darn good.
Brian
Hmmm, a mis-handling race car... which tire to change? We also
shouldn't be able to look at certain things during the race... like
tire temps, etc. I would think with a tire going down, the ability to
look at some of this stuff gives an unfair advantage :) on second
thought - keep it in! <grin>
Quoted text (9 lines)
>>Speaking of ideas for NASCAR3, my main hope is that you can make >>adjustments to the cars like they do in NASCAR - i.e., trackbar. > This suggestion has probably been given but how about having tire >blow outs like in real WC races. I even think the sun glare idea from >NASCAR 2 is now possible with the advances in 3dfx technology, ect >since N2. >JohnHow about flat spotted tires after a spin?
Quoted text (15 lines)
>> This suggestion has probably been given but how about having tire >> blow outs like in real WC races. I even think the sun glare idea from >> NASCAR 2 is now possible with the advances in 3dfx technology, ect >> since N2. >> John >ummm, don't pit and you will get a tire blow out. :> I know what you >mean here though, a more random chance of running over something and have >a tire failure, either by it going down or blowing out. >Hope so too. The sun glare screen shots we all before N2 looked pretty >darn good. >BrianHi,
Actually, I have an idea for the replay system in N3. With N2 you
can only use one clip in a replay (you click "cut" once to start a
replay clip, and then you click "cut" again to stop and save it) For
N3 maybe we could have mulitiple clips per replay. For example if you
wanted to save 2 incidents that are stored in memory in one replay
file. Or if you wanted mulitiple views of a wreck in one replay file.
A slow-motion option would also be cool! (why not also have one of
those "white-pen things" that B.P. uses on WC race broadcasts to
highlight things!, or at least the ability to highlight certain cars
in a replay, while shading or darkening everything else.)
Just a few ideas,
John
The one thing i would like in the replay is for the incar view instead
of driving over to the right side of the car how bout making it the same
view you have in the race. I like to look at replays to see diffrent
lines and such but I cant get the real feeling for the line because the
incar view has me sitting in the middle of the car. maybe make a
drivers view? also another big one would be please in painkit give us
fonts that we can use from our windows directory and let us beable to
choose the font size. anyone else get frustrated using text in paintkit
but you cant change the font size to fit on your car right?
--
Brian Motisko
BMR Racing
#96 Jolt Cola, Hooters Ford taurus
http://members.aol.com/bmotisko/private/index.htm
http://www.concentric.net/~motisko/nasra.htm
> How about flat spotted tires after a spin?
There are so many good ideas of additions to the Nascar sims. There are alot
of ideas being tossed around that I'm not able to comment on but lets say this
area of realism will be much improved over N2.
Brian
Pretty neat concept too John. Only problem I see is that there are
probably alot of other things that they would want to get into N3 before
doing something that drastic in the replay system. Seeing that most
people spend 95% plus of their simualation time driving the cars in real
time, that those are the areas that will get the most attention.
I would think the replay system will have some enhancements over N2 but
don't know if they would be able to go as far as what you are thinking.
Brian
> Hmmm, a mis-handling race car... which tire to change? We also
> shouldn't be able to look at certain things during the race... like
> tire temps, etc. I would think with a tire going down, the ability to
> look at some of this stuff gives an unfair advantage :) on second
> thought - keep it in! <grin>
Driving cars on the computer compared to a real car is very lacking. With
that in thought, sim producers have to give you other info to replace the
info you get from being in a car itself. In a real car entering a turn,
you best feel for what the car is doing is in the bottom of your seat along
with how the wheel feels. You can't get this over a computer so they have
to give you other areas to since this...aka the tire noise made in the
turns. In a real Stock car, you can barely hear this if at all but in a
Papyrus sim, It is big clue how what the car is doing. Same goes for the
tire temp readout. It is just another tool to give the driver a better
since in what the car is doing.
Any unfair advantage I can get on an AI that just punted me in the wall
while trying to pit, I'll take. :>
Brian
I would like to see flat tires, flat spotted tires after a spin,
oil/water debris if a car blows an engine, debris on track can puncture
a tire, sun glare, seperate shock/springs (I guess that is coming),
track bar, and NASCAR stopping its favortism of Gordon.
Never mind... that last item would make the game unrealistic!! ;)
Scott
(Give DJ his points back from Watkins Glen and Jarrett is WC Champion)
--
///////////////////////////////////////////
// //
// Scott B. Husted //
// //
// http://home.ptd.net/~sbhusted //
// //
// //
// //
///////////////////////////////////////////
Quoted text (13 lines)
> > Seeing that most > >people spend 95% plus of their simualation time driving the cars in real > >time, that those are the areas that will get the most attention. > I guess 95% is about right! I usually look at replays just to see > something cool I did, and then it's back to racing! I'd rather see > even more realistic addons to n3 than changes to the replay system > anyway (It was just an idea I had while using the replay system last > night). SODA has a great new 3d physics model (and it's only the > beginning), I look forward to seeing what GPL and N3 are like! > Later, > JohnThose are all good ideas... I'd also like to see a bit more "eye candy," if
possible, but mainly in replay--if a car suffers an engine failure or a fire,
it starts smoking in the view from the race (so you know something is seriously
wrong and it may be laying down oil or water), with more detail available in the
replay (i.e., a car that's gonna drop out due to a fire has visible flames, but
only in replay)... and my personal fave, being able to tell the crew chief to
do partial repairs. (I know, it's sort of possible with N2, but it's more
realistic to tell the crew what to fix before coming in rather than having to
keep track of what panel they're working on...)
Oh, yes, a couple other things I'd like to see... tape on the grille, a visible
tow truck, and having reverse be a separate gear where you downshift to it and
hit the gas to back up.
RM
Owner/Driver, Vulpine Racing #65 ACME Industries Ford Taurus (if we get it built
in time for Daytona)
http://gladstone.uoregon.edu/~rmanning/vulpineracing.html
I did forget to mention the tow truck item =) A moving pit crew would
be awesome... but could you imagine the load on the cpu =) I can hear
the framerate complaints and storage requirements already =)
Scott
--
///////////////////////////////////////////
// //
// Scott B. Husted //
// //
// http://home.ptd.net/~sbhusted //
// //
// //
// //
///////////////////////////////////////////
Quoted text (25 lines)
> >I would like to see flat tires, flat spotted tires after a spin, > >oil/water debris if a car blows an engine, debris on track can puncture > >a tire, sun glare, seperate shock/springs (I guess that is coming), > >track bar, and NASCAR stopping its favortism of Gordon. > >Never mind... that last item would make the game unrealistic!! ;) > Those are all good ideas... I'd also like to see a bit more "eye candy," if > possible, but mainly in replay--if a car suffers an engine failure or a fire, > it starts smoking in the view from the race (so you know something is seriously > wrong and it may be laying down oil or water), with more detail available in the > replay (i.e., a car that's gonna drop out due to a fire has visible flames, but > only in replay)... and my personal fave, being able to tell the crew chief to > do partial repairs. (I know, it's sort of possible with N2, but it's more > realistic to tell the crew what to fix before coming in rather than having to > keep track of what panel they're working on...) > Oh, yes, a couple other things I'd like to see... tape on the grille, a visible > tow truck, and having reverse be a separate gear where you downshift to it and > hit the gas to back up. > RM > Owner/Driver, Vulpine Racing #65 ACME Industries Ford Taurus (if we get it built > in time for Daytona) > http://gladstone.uoregon.edu/~rmanning/vulpineracing.htmlLOL Scott. If I have anything to do with, Gordon's AI setting will have him
blowing an engine 75% of the races he is in. :> Hey, I can dream can't I?
hehehehehe
No doubt! Maybe this year!
Brian
Brian,
I wont deny the kids got a load of driving talent. However.... I feel
that a few too many occurences happen in his favor throughout a season.
The DJ incident in WG really ticked me off. If it were Gordon... NO WAY
would NASCAR have black flagged him with 3 laps to go when the car
behind him said their was NO fluid coming out of the car.
As far as N3.... I think Gordon should wreck in the pits all by himself
so the game is realistic ;)
Scott
--
///////////////////////////////////////////
// //
// Scott B. Husted //
// //
// http://home.ptd.net/~sbhusted //
// //
// //
// //
///////////////////////////////////////////
Quoted text (17 lines)
> > I would like to see flat tires, flat spotted tires after a spin, > > oil/water debris if a car blows an engine, debris on track can puncture > > a tire, sun glare, seperate shock/springs (I guess that is coming), > > track bar, and NASCAR stopping its favortism of Gordon. > > Never mind... that last item would make the game unrealistic!! ;) > LOL Scott. If I have anything to do with, Gordon's AI setting will have him > blowing an engine 75% of the races he is in. :> Hey, I can dream can't I? > hehehehehe > > Scott > > (Give DJ his points back from Watkins Glen and Jarrett is WC Champion) > No doubt! Maybe this year! > BrianI guess it is always on how real do you want the damage model. Alot of the wrecks
that we survive in N2 and even stay on the lead lap put a real car out of the race.
I'm hoping for more levels of damage. To be real, you should loose a lap even for a
minor incident, where as it is in N2, you can crunch up the car a little and get it
fixed and still stay on the lead lap at most of the tracks. I guess it would depend
on the damage level and if the physics would allow you to change certain things to
be fixed.
The fire issue is always touchy since Nascar has a say-so in what is involved with
the sim. Naturally, they don't want to see any fire in the accidents because of the
nature of tragdady involved with fire in accidents. Personally, I would like to see
it to on a rare occasion but I would not hold your breath on that one. You ever
wonder why you don't see the car parts fly outside of the pit walls in N1 and N2
accidents?...you guessed it. Nascar does not want a game showing car parts flying
up in the stands....one of their biggest fears. Thought about this last year when
Ernie's hood flew up in the stands in the Daytona 500.
Since you most rarely ever use the reverse in Nascar racing, I could not seeing this
being a big issue.
The tow truck and emergency vehicals was something I would like to see too. With
Indy 500, the Papyrus sim in about 1989, wrecked cars would stay on the track for
laps so a 6 car wreck could take 5 or 6 laps to clear up. I500's AI had the ability
to negotiate the wrecked cars where later Papyrus sims that included multiple
tracks, did not have this ability. That is why you would see the car vanish after
15 seconds. Ever notice the AI cars bunch up when there was a few cars wrecked on
the track. Imagine putting a tow truck and rescue vehicals out there too. :> What
a mess :>
Good news is that along with the new physics comes new and smarter AI that should be
smart enough to get around disabled cars on the track. If this is so, I hope the
other vehicals make it in too but I'm sure there more to it than that.
Only about 300 more days till we get to play this sucker. Damn, 1998 is going to be
a long year. :>
Brian
Really don't want to get into it here but I heard some other stories from sources
close to it that said there were some very bad situations going on with Gordon and
his team. Lets say that any other sport would of treated it like they did Pete
Rose. Since hearing that, I'm not quite as intrested in Nascar as I use to
be....might as well watch professi***wrestleing. :<
Brian
: > Can anyone tell me how to get a hold of the guys who are working on
: > N3? Have a few I dea they might like. Thanx in advance
: A good approach is to discuss the ideas in rec.autos.sim. I assure you
: that Papyrus eyes are watching... And the ideas will benefit from
: public discussions.
For what it's worth, my main wishes:
1) Smarter and more varied AI
2) More car adjustment options (probably already addressed by
GPL-derived physics)
3) Variable track conditions during a race to make pit strategy
and adjustments more challenging (*** laid down in the groove,
changing track temperature, "marbles", etc.)
4) Improved user interface:
- More adjustable steering range, sensitivity, and nonlinearity
(ideally a garage adjustment for optimization to different tracks).
- My ideal for reverse-gear (without need for more controller
switches): When in 1st-gear, depressing and _holding_ the
downshift button/lever would invoke reverse gear, with normal
throttle control via the gas pedal.
- faster menu system and "popup window" garage rather than leaving
the track.
- Assignable keystrokes for hotkeys. I hate alt-key-combos and
fumbling for Pause. It would also be nice to have primitive macros,
e.g. for setting multiple graphics options on/off at once. Also,
controller or gamepad buttons should be assignable to pit-board
functions. There's no ideal way to configure this for all dirvers
or setups, so why not do the right thing and make it programmable
like the controller functions are?
--
Scott Willingham / Hewlett-Packard Laboratories
I guess 95% is about right! I usually look at replays just to see
something cool I did, and then it's back to racing! I'd rather see
even more realistic addons to n3 than changes to the replay system
anyway (It was just an idea I had while using the replay system last
night). SODA has a great new 3d physics model (and it's only the
beginning), I look forward to seeing what GPL and N3 are like!
Later,
John
Well, GP2 had some pretty cool flames when your engine blew sometimes
(I don't know about F1RS, I'll probably have to get a faster system
than my P120 before I purchise it to really enjoy the game!). I don't
think it would be much of a stretch to put these things in N3
(especially with 3dfx technology). I'll know the crash "eye candy" is
good when I see wrecks like the one Steve Grissom had at Atlanta last
March in a NASCAR game! (I was amazed to see him walk out and talk to
reporters after that wild wreck!) I'd much rather see better gameplay
in NASCAR3 than spetacular wrecks, I think competition and close
racing is what NASCAR is about not crashes. (although they are
eveviltably a part of motor racing.).
John
Quoted text (10 lines)
>> How about flat spotted tires after a spin? >There are so many good ideas of additions to the Nascar sims. There are alot >of ideas being tossed around that I'm not able to comment on but lets say this >area of realism will be much improved over N2. >BrianOr if Jeff Burton had tagged him at Darlington on that last lap :)
>Oh, yes, a couple other things I'd like to see... tape on the grille, a visible
>tow truck, and having reverse be a separate gear where you downshift to it and
>hit the gas to back up.
Tape on the grill... that's one I forgot!
On the Crew Chief and partial repairs, how about a crew chief with
some common sense? Common sense says that no matter what (unless
you're 50 laps down or something), that you will stop repairs and say
"go go go!" and beat the pace car, then have your crew chief come over
the radio and say "come back in, we have more work to do..."
I hate having to sweat it, and sometimes they don't let you off the
jack soon enough, I get aggravated...
Quoted text (7 lines)
>I guess it is always on how real do you want the damage model. Alot of the wrecks >that we survive in N2 and even stay on the lead lap put a real car out of the race. >I'm hoping for more levels of damage. To be real, you should loose a lap even for a >minor incident, where as it is in N2, you can crunch up the car a little and get it >fixed and still stay on the lead lap at most of the tracks. I guess it would depend >on the damage level and if the physics would allow you to change certain things to >be fixed.If that were Dale Earnhardt, Ernie Ervin, or Jimmy Spencer at
Darlington... Jeff Gordon would never have won the Winston Million or
the Championship. I think its speaks a bit about Jeff Burton as a
racer.... he could have easily taken Gordon out.
Scott
--
/////////////////////////////////////////////////
// //
// Scott B. Husted //
// //
// http://home.ptd.net/~sbhusted //
// //
// //
// //
// ICQ# 4395450 //
// //
/////////////////////////////////////////////////
Quoted text (11 lines)
> >I would like to see flat tires, flat spotted tires after a spin, > >oil/water debris if a car blows an engine, debris on track can puncture > >a tire, sun glare, seperate shock/springs (I guess that is coming), > >track bar, and NASCAR stopping its favortism of Gordon. > >Never mind... that last item would make the game unrealistic!! ;) > >Scott > >(Give DJ his points back from Watkins Glen and Jarrett is WC Champion) > Or if Jeff Burton had tagged him at Darlington on that last lap :)I don't have much interest in improved catastrophes (flat tires,
etc.), but want improvements in racing. I would like to see:
Lock up of brakes and spinning rear wheels under
acceleration on short tracks if you're not smooth.
Slightly slower qualifying speeds for the AI, compared
to race speeds.
Force feedback on brakes is more important than steering,
IMHO.
Telemetry in replays (I know it's not allowed in WC; put a
switch on it).
bob
Actually, IIRC, Burton said after the race that he WAS trying to take Gordon
out, but "flat missed him"...
RM
[link lost in import: /~rmanning/vulpineracing.html]
I think you missed your "quote" on that one...
Its been a while, so Im not going to make a quote as you did. But I
believe it was more to the effect that Burton was out to win and he
was'nt going to hand the race to Jeff on a Silver Platter. He was going
to have to work for it.
Im sure Nascar would have had something to say about a statement like
that.
--
==============================================
= http://www.ctaz.com/~wyle =
= The Wasteland BBS is FREE (520)-754-4731 =
==============================================
I know ideas are a dime a dozen, but how about your brakes wearing,
especially at Martinsville!!! Of course, ONLINE, this becomes another
excuse. :) But, it would add a touch of realism.
Also I like hearing that the damage physics model in N3 could be more
realistic. In both N1 & N2 if you have any damge at all you can
usually get it repaired within two minutes. I'd like to see where when
you get towed back to the pits/garage, or you limp back, your crew
estimate time that it would take to fix the car, at least to driveable
condition. How many times have we seen WC champions that did just that
during the course of the season. Get into a wreck, and return later
and pick up several positions, and valuable points. Ex. both Gordon &
Martin at the fall dega race. Once again though, ONLINE this could be
a bummer knowing you'd have to sit 30 minutes waiting on repairs, but
I really think it would be cool.
And for offline racing the same could hold true for the AI. Their
status could be "Garage" while repairs were being made.
I also would like to see when you run over debris the possibility of
having a tire go down, or a piece of debris could cause damage to your
car.
How about trash on the grill, with the possibility of overheating?
This kinda of goes along the lines of tape on the grill. Speaking of
tape, how about the crew trying to use some of that 200 mph tape on
damage at the tracks where areodynamics come into play! I still like
the way Earnhardt's crew fabricated a fender this last year at Pocono!
those are just a few :)
Scott
> Lock up of brakes and spinning rear wheels under
> acceleration on short tracks if you're not smooth.
This is a huge deal and will be a big improvement over N2...
I think you're confusing two somewhat different issues. One is a
force-sensing brake pedal (as opposed to a position-sensing brake
pedal as all current controllers). The other is actual feedback, which
is really only relevant for out-of-round rotors, broken brake lines,
etc. I think the former item buys you >95% of what's lacking in
current pedal designs. The latter would be nice, but much more
expensive than the former.
It's allowed during test days, just not during race weekend practice,
qual, happy hour, or race.
---Jim
F1RS (and some others like NFS) leave marks on the track that are still
there when you return. Papy had once said it was impossible, but may
have been at a time when the technology wasn't up to***(not sure).
Cheers!
Marc
--
Marc J. Nelson
Sim Racing News - http://www.simnews.com
The Sim Project - http://www.simproject.com
* No animals were harmed in the making of this e-mail *
Quoted text (13 lines)
> A buddy and I were talking about starting your first race at a track with it > clean. No groove, and no *** marks on the walls. When a car slams the > wall, it then gets marked up, and when you return to the track, the marks are > still there. Same way with a groove. After many laps and races, the groove > slowly starts to show itself in relation to where cars drive. It was just an > unrealistic thought, since doing something like that would mean a huge .dat > file for each track, since the track would have to be broken up into tons of > pieces, instead of the big chucks it is now. It would still be cool though. > But one realistic thing we thought of was a working scoreboard. That really > shouldn't be that difficult to do. > Dave-A buddy and I were talking about starting your first race at a track with it
clean. No groove, and no *** marks on the walls. When a car slams the
wall, it then gets marked up, and when you return to the track, the marks are
still there. Same way with a groove. After many laps and races, the groove
slowly starts to show itself in relation to where cars drive. It was just an
unrealistic thought, since doing something like that would mean a huge .dat
file for each track, since the track would have to be broken up into tons of
pieces, instead of the big chucks it is now. It would still be cool though.
But one realistic thing we thought of was a working scoreboard. That really
shouldn't be that difficult to do.
Dave-
Note, however, that the tyre marks only exist during that session you
are currently running. If you save, exit and then load the saved game,
the marks will have disappeared.
Also, the marks gradually fade as the session goes on......giving the
impression (to me, anyway!) that the traffic passing over the particular
spot wears away the original evidence of your excursion or excessive
wheelspin/brake lockup.
I do like the fact that the AI leave no tyre marks. This makes it far
easier to be reminded each lap of your own mistake(s)! Sort of like a
criminal being confronted by the incriminating evidence on a regular
basis! :-)
--
Bruce
(at work)
"Laziness is nothing more than the habit of resting before you get
tired."
(Jules Renard)
Just an after-thought:
I have left a lot of Goodyear *** across the length and breadth of
the world over the past fortnight!
--
Bruce
(at work)
"Laziness is nothing more than the habit of resting before you get
tired."
(Jules Renard)
Since more and more sims are doing this type of thing, maybe Papy can add it too
but I think it will all depend on the design engine that N3 will use. FYI and
you probably already know this, but most races will start with a groove unless it
has rained and washed the *** off of the track the night before. Still a good
idea for the track to be dynamic.
As far as the scoreboard goes, if you have time to look at it as you pass, you
are going to slow. :>
I really hope efforts can go into the first idea instead of the latter.
Brian
On Mon, 19 Jan 1998 14:53:36 +1100, Bruce Kennewell
>Also, the marks gradually fade as the session goes on......giving the
>impression (to me, anyway!) that the traffic passing over the particular
>spot wears away the original evidence of your excursion or excessive
>wheelspin/brake lockup.
There's a limit as to how much *** is displayed on the track. Do a
standing start and really light up the tyres, complete the lap and stop
about 50 yards short of the first *** mark. Light up the tyres again
and you will see the previous *** being erased ahead of you!
Cheers,
Richard


































