Race Sim Central
Rec.Autos.Simulators Archive

N3 suggestions- cut and pasted from posts...

8 posts by 8 people · 20 Jan 1998 - 23 Jan 1998

gothiqu 20 Jan 1998#393227
Flat Spotting Tires due to spinning/locking u pthe brakes Tire Blowouts or Failure due to running over random debris or debris from an accident Being able to tape over Damage -instead of just ripping off the fender -useful at places such as restrictor plate and super speedway tracks Oil/Water/metal debris if a car blows and engine or wrecks* Visible Tow Truck/Ability to see other cars getting towed from where they wrecked Being able to lock up the brakes/spin wheels realiticly(Not the fake wheelspin they have in N2) Double File Restarts 42 car fields Ability to have more cars in one list than 42 so that it would be possible to not qualify in a race(AI or non-AI car) Reverse being a gear and not a seperate button Sun Glare & and Shadows* -useful at races that finish later in the day Seperate Spring and Shock Tape on the Grille Trackbar or Swaybar adjustments **************************************************************************** * How about shaping the cars like the ACTAUL car...in other words a Taurus is shaped like a Taurus, a Monte like a Monte, etc. Instead of having one body style and just pasting different headlights on em. This goes alot towards realism for a simulation. **************************************************************************** * If I had to pick just 1 item... I think it would be the double file restarts. I think that is probably the most unrealistic thing about N2. (other than invisible tow truck and stuff like that). I would go for all the items for your list. Also... if there is to be a genuine 3D cockpit... an OPTION TO TURN OFF THE WHEEL AND ARMS. Thank you ;) **************************************************************************** * I think N3 should have possibility red flags (I know it doesn't happen all that often in NASCAR, probably on average 1-2 times a year, but it would add to the realism), I think it will happen with the new 3d engine being made for GPL, which will probably be used for N3 as well. (with the chance of flipping/rolling the car, and hopefully a more advanced damage model along with it). The list of new features could go on for miles however! **************************************************************************** * I think the option to turn it off would be the best but don't shoot this idea down before you see it. It really looks good in GPL and I feel adds to the experience of being in the car. The whole virtual cockpit idea with the new engine should give you more realisim that you can stand. :> Of course, there will be those who just don't like the arms in there and feel sure it will be a option to have turned off. **************************************************************************** * How about roof flaps popping up on a spin (sound also). And a serious change in handling when you loose a tire. **************************************************************************** * Possibly oil on the track... you can't always see it in real life, so it shouldn't be too hard to do. Maybe a spotter call every now and then... "hey, car 12 blew the motor at the end of the backstretch - look out, there may be oil on the track" **************************************************************************** * All cars qualify, then take the top qualifiers and PROVISONALS for champsionship mode. Option for player to be excluded from race if no provisionals available. Cars trying to make the field would be set by the player somewhere. Such as 45 for 1 race, possibly 50 for a big event. This way you could race a BGN schedule and stuff Mark Martin in there, and some other WC guys, but only at certain events. Ability to go for a horsepower motor or something more fuel efficient. Maybe a lean or rich mixture for the motor - pistons can burn if too lean, but they don't suck up as much fuel... that kind of option would be nice. **************************************************************************** * Carset Management Go back to the ICR2 style of placing the carsets in individual sub directories so that they are easier to keep track of. So many nice carsets out there designed by talented people, but no clean way to keep them organized. (it is possible to get too many cars in that one subdirectory. :-) **************************************************************************** * So far I like most of the ideas mentioned. Double file restarts would be great! One thing I would really love to see --even since the first day N1 came out-- Chamionship mode for multiplayer mode. I know most of you run on TEN and the like. A friend and I have been racing local via modem since the early days keeping track manually is a real pain in the pan. To be able to dial him up and then choose chamionship mode for our race series would be awesome! Just my 2 cents worth... **************************************************************************** ** Let's hope we see some things fixed with the AI that seem to be carrying over from one Papyrus sim to the other. 1) Figure out a way to select the correct car that passes the start/finish line first. This should also help fix the problems we are seeing with the AI acting confused and dazed after crossing the S/F under yellow or coming out of the pits under a yellow conditions. 2) Make the AI more competitive when they are behind the human driver. For some reason it seems that once an AI car is passed (no matter how hard it was to catch and pass), it says to itself, "Gosh-golly-gee, that human guy sure is good, I think I'll just keep dropping back and not race him anymore". 3) Give the AI some smarts so they don't get bogged down by slower cars. They should be driving "ahead" and know to get out of that groove if the car they are approaching is too slow. Also along this thought, don't let the AI slow down for cars down on the apron as they enter or exit the pits. 4) Fix the problems with the AI and tracks that have front and rear pits. 5) Devise another approach to the way the AI react to accidents. It's so weird and unrealistic to see them slow at impossible rates and then just sit there and flop around like a poor fish out of water. 6) Let the AI get closer to each other and the human driver before they "freak out" and let off the gas or change grooves. Maybe this could be a player option. This way those who need to have more room to run can set the "clearance distance" higher, while those that want good fender rubbing racing can set it real tight. Possibly tie this to the agression number for driver skills. 7) Make the AI change more during the race. Maybe a car will start out with a bad setup and the driver and crew can get it sorted out and will actually be very competitive towards the end of the race (and visa versa). 8) Changing track conditions during the race. Let's have a reason for having the crew change the wedge or tire pressure (or insert or remove the spring rubbers you are going to introduce <G>) other than the fact that one messed up with their setup. [see I don't only think AI] Now don't get me wrong there are some really great things Papyrus AI can do in their current incarnation. As a matter of fact there is alot in the "AI engine" that is not evident until they are given better instructions. So for those that haven't checked it out yet, head to the CCG N2 AI Project site and grab some of the enhanced AI available for NASCAR2. ************************************************************************* -Have your set up "go away" as the race goes along like the real deal. -When you blow a tire, the fender gets torn off by the loose rubber. -Pit stauls choosen according to points, qualifying, etc. -Be able to change the rear end gear to save fuel. -Have the AI car's setups "go away" as the race goes on. -Watch your crew work on the car while in the pits instead of the tires mysteriously being changed by your invisible crew members :) -Have to pull behind the wall to alter setup, etc during practice, and to fix damage during races. -Have the cars flip if the wreck is bad enough. -Damage to the sides of the cars. ************************************************************************* I would like to see the F2 key record each practice lap time during practice, such that 1. was your first practice lap, and 10. your tenth. This would make dialing in the car a little easier, and give the F2 key some functionality when in testing mode. ************************************************************************* I'd like to see: oil and debris when applicable a winshield that gets dirty/sunglare changing track grooves engine options that have performance/reliability consequences more car setup options weather that changes during a race and affects handling *************************************************************************
Tom Hansen 20 Jan 1998#393228
I don't understand why this is omitted from every list I see : Fix the yellow flag pit algorythm for the AI cars. Leaders should pit together - when the leader comes in - the others should follow. All too often one or more of the lead cars stay on the track and then get killed because they have to pit under green several laps later. /TomH
Dave Henrie 20 Jan 1998#393229
snipage don't forget bigger sliders and arrows in the menu's. man what a pain it is sometimes scrolling through the driver lists or trying to setup the car. BIG BUTTONS! dave henrie
Doug Kirk 20 Jan 1998#393230
Thanks for the list - it shows how much more there is to be done to upgrade an already great sim.
Steve K. 20 Jan 1998#393231
I would like to see better smoke. A track filled with smoke after a wreck or spin ahead (like on TV) would make it very hard to avoid messing up.This is a gameplay issue. Thanks
Phil Bowe 21 Jan 1998#393380
Holy cow, look at this list. Even if they do add all these things, you can't satisfy everyone all the time. For instance, Like not seeing the cars stopped in the middle of the track isn't bad enough, now we can miss the mess and still get collected. This'll go over big. Ditto Something else to avoid. N2's wheelspin was mostly added to aide in getting out of the pits when cars are real close. At least, thats the way I see it. it could be improved, but works ok the way it is. You never played on Hawaii I see. Need faster computers. Lets try to keep the game playable and not make another GP2 Slide show. Ever tried that in GP2 or F1rs, I prefer the button, or at least to be able to decide how it works. Who has time to change this ***while they're driving?? This also goes a long way tward long hours of graphic development. Let em get the rest of the stuff and these things will come. With all the stickers on a Nascar car, they're hard to tell apart at a distance in real life! * ONE MAMOTH SNIP Yea, lots of the Ideas are great and show some real interest in improving the game. Just be careful, you might get what you ask for. If Papy did all the things you ask, the only way you'd be able to play the game multiplayer is if your buddy that now races against you becomes your keyboard pit crew.
% I don't understand why this is omitted from every list I see : % Fix the yellow flag pit algorythm for the AI cars. Leaders should pit % together - when the leader comes in - the others should follow. All too % often one or more of the lead cars stay on the track and then get killed % because they have to pit under green several laps later. Because Tom, we were waiting for you to say it! ;-) Here's another thought concerning yellows. This is something that seems to have been lost since Papy's first sim (Indianapolis 500 the Simulation). Length of the yellow tied to the severity of the accident. If there was a major pileup, it took time to clear all of the cars from the track. Sometimes as you circuited the track it you would still see wrecked cars. The next time around 1 or 2 of the cars was gone, but there was still another to be picked up. However, this would require that Papy work a little harder on the AI's reaction to wrecked cars. No more stopping dead on the track (ala Red Flag) and twitching like a fish out of water until the wrecked cars vanish. Also it would be nice to have an "autopilot" option similar to the cruise control in Indy 500. Even a 2 lap caution at Sears Point or Watkins Glen seems to take forever. Now why would I like to have long yellows? Well if my car was severely damaged, it would give my pit crew a more "realistic" time to fix the damage. As it is, at some tracks, the green drops too soon to get any decent repair work done. Also, if they implement the "behind the wall" option for damage repair, it would be more realistic to have a 3-5 lap caution. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
With points on the line over the whole season, I'd think behind the wall option would be a great implementation!

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy