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NASCAR2

12 posts by 9 people · 10 Mar 1998 - 12 Mar 1998

spe.. 10 Mar 1998#399128
1. Is there a way to play a group of people in NASCAR2 without paying costs(aka TEN)? If so, how ? I would really like to do this, but dont want to pay to play... 2. I want to know a place to get Daytona, Texas, California, Etc for NASCAR2. Please tell me a place(with good quality tracks) where it will download straight into the game with me having to mess with setting it up(dont know how). Thanks, BGNFan
Scott Moore 10 Mar 1998#399129
There is no Daytona for N2, contrary to what you may have seen elsewhere. As far as Texas, Cal, etc., fork over the money and get the GNSEP...anything else is not authorized by the track or NASCAR, and is therefore piracy of a sort.
Quoted text (12 lines)>1. Is there a way to play a group of people in NASCAR2 without paying >costs(aka TEN)? If so, how ? I would really like to do this, but dont >want to pay to play... >2. I want to know a place to get Daytona, Texas, California, Etc for >NASCAR2. Please tell me a place(with good quality tracks) where it will >download straight into the game with me having to mess with setting it >up(dont know how). > Thanks, > BGNFan
> 1. Is there a way to play a group of people in NASCAR2 without paying > costs(aka TEN)? If so, how ? I would really like to do this, but dont > want to pay to play... While I'll let others answer your questions on tracks, I will try to answer about on-line stuff...The best way to play multiplayer (other than over a LAN - or pay for TEN) is to use Kali <http://www.kali.net>, where you can race any night of the week...The only charges (nothing is free in this life) are the one-time registration of $20-bucks, and any costs from your ISP. Best deal anywhere IMHO. =) One of the most popular servers is "Where to Race", where you can hook up with others using SODA, F1RS, N2, MTM, and just about any other race title (that supports IPX/SPX - TCP/IP). Cheers! L8BRKR -- Marc J. Nelson Sim Racing News - http://www.simnews.com <remove '_*_' before replying>
nospam 11 Mar 1998#399251
On Tue, 10 Mar 1998 16:15:20 -0800, "Marc J. Nelson"
Quoted text (10 lines)>> 1. Is there a way to play a group of people in NASCAR2 without paying >> costs(aka TEN)? If so, how ? I would really like to do this, but dont >> want to pay to play... >While I'll let others answer your questions on tracks, I will try to >answer about on-line stuff...The best way to play multiplayer (other >than over a LAN - or pay for TEN) is to use Kali <http://www.kali.net>, >where you can race any night of the week...The only charges (nothing is >free in this life) are the one-time registration of $20-bucks, and any >costs from your ISP. Best deal anywhere IMHO. =)
Thanks- this is something I'd wondered about too. That isn't a bad price, I guess. But Id made everything else look expensive, because their masterpiece, Quake2, is completely free for unlimited online play, and anybody can set up and customize a server... it almost makes one angry that Papyrus (or any game company) doesn't just go this route. Why don't they?! Does CART-PS support free internet racing? Or any other simulator package support free internet?
Quoted text (8 lines)> > Does CART-PS support free internet racing? Or any other simulator > > package support free internet? > CPR does on The Zone: > http://www.zone.com > They do, however, make you use IE3+
Not exactly true, The league I race CPR in now meets on IRC in a room we set up for league races. So this sim or any sim that supports TCP/IP racing may be run for free on the internet using a IRC client such as Mirc, Virc, or my favorite Pirch. We also found the racing to be much better & smoother no lag that we noticed with drivers from Canada, US and Hawaii. Pretty dang good actually. Mike
John Wehman 11 Mar 1998#399253
> So this sim or any sim that supports TCP/IP racing >may be run for free on the internet using a IRC client such as Mirc, Virc, >or my favorite Pirch. We also found the racing to be much better & smoother >no lag that we noticed with drivers from Canada, US and Hawaii. Pretty dang >good actually. >Mike ?? Can you explain this procedure...I'm sorry, I figured myself to be pretty efficient in Internet-related things, but I never heard of being able to hook up TCP/IP games using IRC. Sounds like a winner. TIA, John Wehman ---------------------- to reply via emial, remove the DIE_SPAM_ from my email address
>Thanks- this is something I'd wondered about too. That isn't a bad >price, I guess. But Id made everything else look expensive, because >their masterpiece, Quake2, is completely free for unlimited online >play, and anybody can set up and customize a server... it almost makes >one angry that Papyrus (or any game company) doesn't just go this >route. Why don't they?! Because whilst it may be 'free' it isn't worth it. Try racing over Kali or the MS *** Zone and then try TEN. There really isn't any comparison. Games like Quake can withstand the occasional poor latency or dropped packets, racing sims can't. Expensive, dedicated hardware is the solution and that is the route Papyrus have chosen to follow. Cheers, Richard
I was answering the question in the context of available "services," and thus my comments were "true." =) Cheers! Marc
Quoted text (17 lines)> > > Does CART-PS support free internet racing? Or any other simulator > > > package support free internet? > > CPR does on The Zone: > > http://www.zone.com > > They do, however, make you use IE3+ > Not exactly true, The league I race CPR in now meets on IRC in a room we > set up for league races. So this sim or any sim that supports TCP/IP racing > may be run for free on the internet using a IRC client such as Mirc, Virc, > or my favorite Pirch. We also found the racing to be much better & smoother > no lag that we noticed with drivers from Canada, US and Hawaii. Pretty dang > good actually. > Mike
-- Marc J. Nelson Sim Racing News - http://www.simnews.com <remove '_*_' before replying>
net.com says... How does expensive, dedicated hardware help the performance of racing sims? Most of the latency you experience is from the modems (yours and your provider), that is if you are still using modems. The other bug-a-boo of online ***, packet dropout, is more of a provider or internet usage issue. I've played Quake on TEN before, it was ***y awful. Very poor performance, stuttering, etc. If you use the standard QuakeWorld software and one of the hundreds of dedicated public servers, however, you can get a very good *** experience. What's the difference? QuakeWorld uses very good prediction models, while the standard Quake through TEN did not. The software makes a BIG difference. A racing sim should benefit from good packet prediction even MORE than an arcade game like Quake. While a NASCAR racer moves very fast, it moves in predictable patterns. The car cannot spin around in a circle and fire a rocket, like the player does in Quake. Before Quake and Quakeworld, I never knew how fun online *** could be. I used Kali and other programs before, but I was frustrated with the difficulty in getting a good connection and the internet artifacts in the game. With QW, however, good games are easy to find through the excellent programming of id software. With their software, I've had many, many hours of great entertainment, all without any additional expenses except my regular IP connect fees. I always make sure I support id software's products because their software has excellent replay value because of the 'net support. So, what about NASCAR? A preview of Grand Prix Legends mentioned that the game had a fairly advanced networking, complete with packet prediction. Since this is the same engine that will be used for N3, they may be hope in the future for fun, free NASCAR racing through the 'net. -- Douglas Bollinger Mt. Holly Springs, PA Egghead: What Mrs. Dumpty gives Humpty when he's a good boy.
?? Can you explain this procedure...I'm sorry, I figured myself to be pretty Actually, using IRC has nothing to do with the online process, except that it is a place to meet in order to set things up and exchange IP addresses. This can readily be done with any other type of chat program or a program like ICQ. Alanb
>How does expensive, dedicated hardware help the performance of >racing sims? Most of the latency you experience is from the >modems (yours and your provider), that is if you are still using >modems. The other bug-a-boo of online ***, packet dropout, is >more of a provider or internet usage issue. I'm not an expert on Quake, but seeing as you raise it as a comparison, would you rather play on a Quakeworld server or have a game that runs on your mate's PC? Which one produces the better, more equal game? How many players can you reliably get on a good server compared to on his PC? OK, we can argue over whether 'expensive, dedicated hardware' is required or not. The options are the Quake scenario whereby lots of independent servers, run pretty much on a piecemeal basis are loosely connected or the TEN one where a commercial service attempts to provide a homogenous collection of servers, each capable of supporting rather more participants than a single Quake server. The former is cheap but it does not lend itself to officially sanctioned competition where a higher level of control is required. 'Predictable' only up to a point - as some of the drivers on TEN demonstrate ;-) Let's not forget that the consequences of something even slightly unpredictable in a racing sim is significantly more serious than in a game like Quake. Crashing out of the race is ever so slightly more serious than getting fragged ;-) Again, this is why you need servers to run the game on. Kali relies on one of the participants PCs - a big drain on the PC's resources, unequal lag if running with AI and large player to player latencies compared to player - server ones. It should support up to 8 players via TCP/IP. BUT it will still suffer the same latency / resource problems associated with Kali or hosting Quake on one of the players' PCs. And by then, maybe TEN will be supporting 30+ drivers in a near warp free situation. Unless they*** it up, TEN will *still* be better value <g> Cheers, Richard

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