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bethesda burnout

39 posts by 20 people · 15 Mar 1998 - 30 Mar 1998

Bethesda's Burnout drag racing sim

Posters asked about Bethesda's Burnout drag racing game. Beta testers praised its setup depth and physics, while Trevor Thomas and others said the lack of a cockpit view disqualified it as a sim and favoured the upcoming NHRA Drag Racing. Bethesda's Brent Erickson answered questions on car physics and reaction timing.

With Brent Erickson (Bethesda Softworks)

release/newsreview/impressionsBurnout: Championship Drag Racing

Automated summary.

Scott 15 Mar 1998#399670
whats up with bethesda "BURNOUT" drag sim
ymenard 15 Mar 1998#399671
scotty wrote 1) It's a game. 2) Bethsoft has a website on it(I think [link lost in import] 3) Beta testing has started 4) We don't know yet if it's a sim or arcade game. 5) Rumors are that there isn't a***pit view 6) If 5 is true it will be a flop. Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/ Good race at the Brickyard, (-o-) Official Mentally retarded guy of r.a.s. Excuse me for my English (I'm French speaking) Excuse me for being provocative (I'm dumb speaking) --"People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world."--
Kevin Earl 15 Mar 1998#399672
Quoted text (12 lines)>scotty wrote >>whats up with bethesda "BURNOUT" drag sim >1) It's a game. >2) Bethsoft has a website on it(I think [link lost in import] >3) Beta testing has started >4) We don't know yet if it's a sim or arcade game. >5) Rumors are that there isn't a***pit view >6) If 5 is true it will be a flop. >Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/ >Good race at the Brickyard, (-o-)
I would hope beta testing has started...it's supposed to be out later this week. It certainly shouldn't be a flop, just think of more as a "warm-up" for the true drag racing sim (NHRA) coming out in April. I wouldn't get as bent of shape about not having a***pit view as I would about not having a way to paint/modify the cars, which I have heard nothing about from either program but I hope is in there. Nothing against the sportsman classes (that are the only thing in Burnout), but I much prefer the big boys, which I'll be watching live and loud this coming weekend at the Pennzoil Nationals. Besides, since there haven't been ANY drag racing sims/games for over 10 years and we suddenly get two within a few weeks, I'm certainly not complaining about anything. Kevin
rodneyj12 19 Mar 1998#400252
For me I would hope that beta testing has STOPPED by now. It's funny that I've also been waiting for a dragrace sim. with a view from the***pit for a realistic look. What's funny about that is that I'm the author of 'Dragrace the Game', what I believe to be the best dragracing sim. to be unleashed on the unsuspecting public. Unfortunately I'm more dragracer and computer programmer than I am artist, so Dragrace the Game is a 2D simulation where the tiny (unless you've got a 21" monitor :-)) cars move from the left side of your screen to the right side. But to it's credit it has over 150 body styles to choose from including Rails, Altereds, Funny Cars, Pro Stocks, Pro Mods, Road Racing (Indy, IMSA, NASCAR), Early Fords and Chevies, Muscle Cars (from Pontiac, Chevy, Ford, Plymouth, Dodge, Buick, Oldsmobile, American Motors), Corvettes, Mustangs, Porsche, Viper, AC Cobra, NSX, Station Wagons, VW's, Trucks (El Camino, Ranchero, Semi, Off Road, SUV's, Flat Bed, Jeep), and Motorcycles (Honda, Suzuki, Yamaha, Bimota, BMW, Buell, Ducati, Harley, Kawasaki, Triumph, Drag Bike, Dirt Bike, and 1 Bicycle). Wew! Lot'a typing. You can change the color of the body to any of over 260,00 colors (some cars have decals and hood scoops or blowers, slick and other goodies and some are just plain street cars). The center of gravity can be moved forward or backward and up or down (for weight transfer). The frontal area can be changed as can the number of drive whees (for trucks with duelies or motorcycles). You make just about any engine. Anything you want from a 10 cu in single to a 999 cu in 16 cyl. Any cam duration and lift, CR, CFM, supercharger or turbo boost preasure to 50 psi, Nitro up to 100 percent in 1 percent increments. The program uses fudge factors for Ports, Exhaust tuning, and Valve size. Full HP and Torque graphs are generated from100 rpm to up to 25,000 rpm. You just juggle around everything until you get what you want. H P form 1 hp to over 20,000 hp are posible. Up to 6 speeds in the transmission with any ratio from .01 to 5.0. Automatics or manual. Tires from 1" wide to 99" wide with adjustable compound, diameter, and expansion at speed. Adjustable front diameter so you can play with staging and rollout. Make up any final drive ratio you want, set the launch RPM or converter stall speed. Dial In, set the Delay Box, adjust your Rollout and clutch slip and you ready to run either a Standard Tree or a Pro Light in real time (you shift the gears and apply the throttle) agains the computer or a friend (one of you uses the mouse the other the keyboard). You get full readout for 0-30mph to 0-300mph. Shift point RPM and speed. You get 60ft, 330ft, 660ft, 1000ft, 1/4mile (both ET and speed for all) with a total race distance from 1ft to 16,000ft (for top speed runs). You control each lane's traction and the computer's reaction time, shift speed and the best light it can cut (so you have some chance in Hell of beating it. Otherwise it shifts intantly and it's reactions are perfect and you will always loose). You get 16 different graphs (you can view 2 at a time) covering speed, g forces, traction, distance, wind resistance, RPM , wheel spin, tire growth and weight transfer. To be honest there is sound but it's terrible (after all it is just a DOS program playing through the PC speaker) Anyting you build, you can save. There's a little more but this post is already too big and I'm tired of typing. If anyone's interested you can see some screen prints a [link lost in import] The program is available from Family Software 3164 Surrey Lane Aston, PA 19014 (610) 497-5561 Just e-mail me and I'll be glad to answer any and all questions, but I can't sell or give away the program. Rod '81 YAM XV920RH '95 BMW R1100R '97 SUZ VZ800 Marauder '83 Mustang GT (Holley 650 double pumper, no EGR, underdrive pulleys, modified exhaust, Hurst shifter, subframe connectors and tower brace)
Quoted text (28 lines)>>scotty wrote >>>whats up with bethesda "BURNOUT" drag sim >>1) It's a game. >>2) Bethsoft has a website on it(I think [link lost in import] >>3) Beta testing has started >>4) We don't know yet if it's a sim or arcade game. >>5) Rumors are that there isn't a***pit view >>6) If 5 is true it will be a flop. >>Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/ >>Good race at the Brickyard, (-o-) >I would hope beta testing has started...it's supposed to be out later this >week. It certainly shouldn't be a flop, just think of more as a "warm-up" >for the true drag racing sim (NHRA) coming out in April. I wouldn't get as >bent of shape about not having a***pit view as I would about not having a >way to paint/modify the cars, which I have heard nothing about from either >program but I hope is in there. >Nothing against the sportsman classes (that are the only thing in Burnout), >but I much prefer the big boys, which I'll be watching live and loud this >coming weekend at the Pennzoil Nationals. Besides, since there haven't been >ANY drag racing sims/games for over 10 years and we suddenly get two within >a few weeks, I'm certainly not complaining about anything. >Kevin
I happen to be a Beta Tester for Burnout I will tell ya this the game is awesome.We are going through this game with a fine tooth comb so there isn't alot of bugs in it like N2 did when it came out.We are also tring to get the car physics as realistic as we can.You can choose for 20 different cars and tracks and you can adjust just about everything in the engine,wing,suspension,tires and ***,right down to the fuel you use. I have raced Nascar 1 and Nascar 2 since they came out and I race N2 on TEN,well until I started beta testing Burnout that is,we want peopel to forget about N2 and tring to make this the best racing sim on the market,or close to it since this is Bethesda first racing sim.We are fixing to start the Mplayer testing for Burnout in a few days hopefully.Just be happy we are going through burnout so hard,you don't want another Racing Sim with 2 to 4 patches to follow it just to be able to run it right again do ya? Robert "GT86" Platts BlackHole MotorSports
Quoted text (7 lines)>>I would hope beta testing has started...it's supposed to be out later this >>week. >For me I would hope that beta testing has STOPPED by now. >It's funny that I've also been waiting for a dragrace sim. with a view from >the***pit for a realistic look. What's funny about that is that I'm the >author of 'Dragrace the Game', what I believe to be the best dragracing
sim.
Quoted text (15 lines)>to be unleashed on the unsuspecting public. >Unfortunately I'm more dragracer and computer programmer than I am artist, >so Dragrace the Game is a 2D simulation where the tiny (unless you've got a >21" monitor :-)) cars move from the left side of your screen to the right >side. But to it's credit it has over 150 body styles to choose from >including Rails, Altereds, Funny Cars, Pro Stocks, Pro Mods, Road Racing >(Indy, IMSA, NASCAR), Early Fords and Chevies, Muscle Cars (from Pontiac, >Chevy, Ford, Plymouth, Dodge, Buick, Oldsmobile, American Motors), >Corvettes, Mustangs, Porsche, Viper, AC Cobra, NSX, Station Wagons, VW's, >Trucks (El Camino, Ranchero, Semi, Off Road, SUV's, Flat Bed, Jeep), and >Motorcycles (Honda, Suzuki, Yamaha, Bimota, BMW, Buell, Ducati, Harley, >Kawasaki, Triumph, Drag Bike, Dirt Bike, and 1 Bicycle). Wew! Lot'a typing. >You can change the color of the body to any of over 260,00 colors (some
cars >have decals and hood scoops or blowers, slick and other goodies and some are
Quoted text (11 lines)>just plain street cars). The center of gravity can be moved forward or >backward and up or down (for weight transfer). The frontal area can be >changed as can the number of drive whees (for trucks with duelies or >motorcycles). >You make just about any engine. Anything you want from a 10 cu in single to >a 999 cu in 16 cyl. Any cam duration and lift, CR, CFM, supercharger or >turbo boost preasure to 50 psi, Nitro up to 100 percent in 1 percent >increments. The program uses fudge factors for Ports, Exhaust tuning, and >Valve size. Full HP and Torque graphs are generated from100 rpm to up to >25,000 rpm. You just juggle around everything until you get what you want.
H
Quoted text (17 lines)>P form 1 hp to over 20,000 hp are posible. >Up to 6 speeds in the transmission with any ratio from .01 to 5.0. >Automatics or manual. >Tires from 1" wide to 99" wide with adjustable compound, diameter, and >expansion at speed. Adjustable front diameter so you can play with staging >and rollout. >Make up any final drive ratio you want, set the launch RPM or converter >stall speed. >Dial In, set the Delay Box, adjust your Rollout and clutch slip and you >ready to run either a Standard Tree or a Pro Light in real time (you shift >the gears and apply the throttle) agains the computer or a friend (one of >you uses the mouse the other the keyboard). >You get full readout for 0-30mph to 0-300mph. Shift point RPM and speed.
You
Quoted text (30 lines)>get 60ft, 330ft, 660ft, 1000ft, 1/4mile (both ET and speed for all) with a >total race distance from 1ft to 16,000ft (for top speed runs). >You control each lane's traction and the computer's reaction time, shift >speed and the best light it can cut (so you have some chance in Hell of >beating it. Otherwise it shifts intantly and it's reactions are perfect and >you will always loose). >You get 16 different graphs (you can view 2 at a time) covering speed, g >forces, traction, distance, wind resistance, RPM , wheel spin, tire growth >and weight transfer. >To be honest there is sound but it's terrible (after all it is just a DOS >program playing through the PC speaker) >Anyting you build, you can save. >There's a little more but this post is already too big and I'm tired of >typing. >If anyone's interested you can see some screen prints a >[link lost in import] >The program is available from >Family Software >3164 Surrey Lane >Aston, PA 19014 >(610) 497-5561 >Just e-mail me and I'll be glad to answer any and all questions, but I
can't
Quoted text (33 lines)>sell or give away the program. >Rod >'81 YAM XV920RH >'95 BMW R1100R >'97 SUZ VZ800 Marauder >'83 Mustang GT (Holley 650 double pumper, no EGR, underdrive pulleys, > modified exhaust, Hurst shifter, subframe connectors and tower brace) >>>scotty wrote >>>>whats up with bethesda "BURNOUT" drag sim >>>1) It's a game. >>>2) Bethsoft has a website on it(I think [link lost in import] >>>3) Beta testing has started >>>4) We don't know yet if it's a sim or arcade game. >>>5) Rumors are that there isn't a***pit view >>>6) If 5 is true it will be a flop. >>>Fran?ois Mnard <ymenard> Sponsored by http://www.awpss.com/ >>>Good race at the Brickyard, (-o-) >>I would hope beta testing has started...it's supposed to be out later this >>week. It certainly shouldn't be a flop, just think of more as a "warm-up" >>for the true drag racing sim (NHRA) coming out in April. I wouldn't get as >>bent of shape about not having a***pit view as I would about not having
a >>way to paint/modify the cars, which I have heard nothing about from either >>program but I hope is in there. >>Nothing against the sportsman classes (that are the only thing in Burnout), >>but I much prefer the big boys, which I'll be watching live and loud this >>coming weekend at the Pennzoil Nationals. Besides, since there haven't been >>ANY drag racing sims/games for over 10 years and we suddenly get two within >>a few weeks, I'm certainly not complaining about anything. >>Kevin
<ford.. 20 Mar 1998#400444
Well, if you are out to make people forget about N2, you are facing a TALL order. Good luck, you'll need it!
: : I have raced Nascar 1 and Nascar 2 since they came out and I race N2 on : TEN,well until I started beta testing Burnout that is,we want peopel to : forget about N2 and tring to make this the best racing sim on the market,or Drag racing is an interesting alternative format, but you're dreaming if you think people will put Nascar2 aside. : close to it since this is Bethesda first racing sim.We are fixing to start ^^^^^ ?-HA... that explains why X-Car was so mediocre :)
>: >: I have raced Nascar 1 and Nascar 2 since they came out and I race N2 on >: TEN,well until I started beta testing Burnout that is,we want peopel to >: forget about N2 and tring to make this the best racing sim on the market,or >Drag racing is an interesting alternative format, but you're dreaming >if you think people will put Nascar2 aside. >: close to it since this is Bethesda first racing sim.We are fixing to start > ^^^^^ >?-HA... that explains why X-Car was so mediocre :) I don't consider X-Car a sim it had to much of a arcade feel to it. Robert "GT86" Platts BlackHole MotorSports
Kevin Earl 20 Mar 1998#400447
Well, I bought Burnout today and after playing it just a few hours, I think that a lot of people can forget N2, even with 3dfx. If you thought you had a lot of setup options in N2, you haven't seen anything yet. This _sim_ (not game) is awesome and is just what I have been waiting for. The graphics are awesome with a Monster 3D, especially the smoke and track effects. Although I haven't done it yet, the multiplayer opportunities for this are great. And trust me, there's a WHOLE LOT more to it that just punching the gas and going in a straight line. I also haven't tried it with a wheel yet, but the keyboard seems to be the obvious choice for this so that you can launch quickly. Personally, I'm glad Papyrus or Microsoft _didn't_ come out with a drag sim...some other company deserves the money for having the foresight to fill a large need in the *** market. I guess the big companies decided there was room in the market for ONE MORE CART more-or-less-simulation or a recreation of a 30 year old racing series. I say good for Bethesda and Tantrum software...it's Papyrus' own fault they don't listen to customers. I think that the drag racing sims will sell a lot more than GPL (maybe even N3) ever will hope to. Kevin
rodneyj12 20 Mar 1998#400448
Hi Kevin, I went to a couple of places today looking for Burnout but couldn't find it. Where did you get it????? Thanks, Rod >>Well, if you are out to make people forget about N2, you are facing a TALL >>order. >>Good luck, you'll need it! >Well, I bought Burnout today and after playing it just a few hours, I think.....
Don Wilshe 21 Mar 1998#400603
Drivers: As you can see from the game: Don Wilshe, Robert Platt (GT86), Julian Data and Robert Huggins are all playtesters for BURN-OUT.. We started late with Bethesda and they implemented all our suggestions and never a ***. We gave them another 100 suggestions for BURN-OUT 2 and hopefully we will see that product. I hope you love BURN-OUT and we will get the final verion I guess FEDEX. If you want to be a see what we can do together. We have formed a tight and opionated group to do racing sim beta testing for BETHESDA and their future racing products!!! Don Wilshe
> I don't consider X-Car a sim it had to much of a arcade feel to it. > Robert "GT86" Platts > BlackHole MotorSports Agree completely, X car sucked quite badly IMO and Burnout doesnt have a ***pit view therefore doesnt qualify as a sim at all AFAIC, "NHRA Drag Racing" OTOH has everything a serious simmer wants, leave "Burnout" in the store IMO. I'd like to see a serious Sportsman class drag sim but dont have a lot of faith in BS ever pulling it off after X Car. Trev
mack 21 Mar 1998#400605
Who tested that ***called XCAR :)
Quoted text (14 lines)> Drivers: > As you can see from the game: Don Wilshe, Robert Platt (GT86), Julian > Data and Robert Huggins are all playtesters for BURN-OUT.. We > started late with Bethesda and they implemented all our suggestions and > never a ***. We gave them another 100 suggestions for BURN-OUT 2 > and hopefully we will see that product. I hope you love BURN-OUT > and we will get the final verion I guess FEDEX. If you want to be a > see what we can do together. We have formed a tight and opionated > group to do racing sim beta testing for BETHESDA and their future > racing products!!! > Don Wilshe
esoter 21 Mar 1998#400606
Quoted text (23 lines)>>Well, if you are out to make people forget about N2, you are facing a TALL >>order. >>Good luck, you'll need it! >Well, I bought Burnout today and after playing it just a few hours, I think >that a lot of people can forget N2, even with 3dfx. If you thought you had a >lot of setup options in N2, you haven't seen anything yet. This _sim_ (not >game) is awesome and is just what I have been waiting for. The graphics are >awesome with a Monster 3D, especially the smoke and track effects. Although >I haven't done it yet, the multiplayer opportunities for this are great. And >trust me, there's a WHOLE LOT more to it that just punching the gas and >going in a straight line. I also haven't tried it with a wheel yet, but the >keyboard seems to be the obvious choice for this so that you can launch >quickly. >Personally, I'm glad Papyrus or Microsoft _didn't_ come out with a drag >sim...some other company deserves the money for having the foresight to fill >a large need in the *** market. I guess the big companies decided there >was room in the market for ONE MORE CART more-or-less-simulation or a >recreation of a 30 year old racing series. I say good for Bethesda and >Tantrum software...it's Papyrus' own fault they don't listen to customers. I >think that the drag racing sims will sell a lot more than GPL (maybe even >N3) ever will hope to.
It's also released as a DOS GAME too! The 3DFX works perfectly in DOS using the glide2x files for voodoo rush and a Hercules Stingray 128/3D. Another good release with a good OS choice. Nascar2 3DFX also works and looks good in DOS. Installed the patch with WFW 3.11 and ran it in DOS. Still I don't see a need for W95.
Wasn't us for sure!!!! :) Robert "GT86" Platts BlackHole MotorSports
Quoted text (19 lines)>Who tested that ***called XCAR :) >> Drivers: >> As you can see from the game: Don Wilshe, Robert Platt (GT86), Julian >> Data and Robert Huggins are all playtesters for BURN-OUT.. We >> started late with Bethesda and they implemented all our suggestions and >> never a ***. We gave them another 100 suggestions for BURN-OUT 2 >> and hopefully we will see that product. I hope you love BURN-OUT >> and we will get the final verion I guess FEDEX. If you want to be a >> see what we can do together. We have formed a tight and opionated >> group to do racing sim beta testing for BETHESDA and their future >> racing products!!! >> Don Wilshe
Don-- There's only one question: why no***pit view? It's kinda difficult to get into a sim that doesn't -- to coin a phrase -- put you in the driver's seat. Bart Brown
Don Wilshe 21 Mar 1998#400609
Lets hope we have the***PIT view in BURN-OUT 2.. I have forwarded your comment to the Producer of the game.. Don
Quoted text (7 lines)> Don-- > There's only one question: why no***pit view? It's kinda difficult to > get into a sim that doesn't -- to coin a phrase -- put you in the > driver's seat. > Bart Brown
Quoted text (7 lines)> Don-- > There's only one question: why no***pit view? It's kinda difficult to > get into a sim that doesn't -- to coin a phrase -- put you in the > driver's seat. > Bart Brown
Bart, agreed totally :) the word sim and***pit driving position go together, anything else is "acrade" wait till "NHRA Drag Racing" comes out for a real Drag sim, still I would like to see a Pro Stock and Sportsman class sim get done someday, prefferably by someone who knows what the wrod means though. Trev
mack 22 Mar 1998#400739
Thats music to the ear's ! Guess i need to check out the burnout demo !
Quoted text (17 lines)> Wasn't us for sure!!!! :) > Robert "GT86" Platts > BlackHole MotorSports > >Who tested that ***called XCAR :) > >> Drivers: > >> As you can see from the game: Don Wilshe, Robert Platt (GT86), Julian > >> Data and Robert Huggins are all playtesters for BURN-OUT.. We > >> started late with Bethesda and they implemented all our suggestions
and
Quoted text (9 lines)> >> never a ***. We gave them another 100 suggestions for BURN-OUT 2 > >> and hopefully we will see that product. I hope you love BURN-OUT > >> and we will get the final verion I guess FEDEX. If you want to be a > >> see what we can do together. We have formed a tight and opionated > >> group to do racing sim beta testing for BETHESDA and their future > >> racing products!!! > >> Don Wilshe
> Lets hope we have the***PIT view in BURN-OUT 2.. I have > forwarded your comment to the Producer of the game.. Damn, another motor sport sim I'll have to skip... l8er ronny -- |\ _,,,---,,_ I want to die like my Grandfather, ZZZzz /,`.-'`' -. ;-;;,_ in his sleep. |,4- ) )-,_. ,\ ( `'-' Not like the people in his car, '---''(_/--' `-'\_) screaming their heads off!
Greg Cisko 23 Mar 1998#400873
Does this sim model the modern Funny Cars and Top Fuel cars? -- Header address intentionally scrambled to ward off the spamming hordes. >> Lets hope we have the***PIT view in BURN-OUT 2.. I have >> forwarded your comment to the Producer of the game.. >Damn, another motor sport sim I'll have to skip... >l8er >ronny >-- > |\ _,,,---,,_ I want to die like my Grandfather, > ZZZzz /,`.-'`' -. ;-;;,_ in his sleep. > |,4- ) )-,_. ,\ ( `'-' Not like the people in his car, > '---''(_/--' `-'\_) screaming their heads off!
Bill Morris 24 Mar 1998#401030
After playing the game for countless hours this weekend, I'd say Bethesda did an incredible job on this one. The fact that there's no ***pit view really doesn't take away from my enjoyment of the game. Being a veteran sportsman class driver (used to race at Old Bridge Township Raceway Park in NJ), I think they've modelled that class excellently. I'd even go so far to say that Burnout models sportsman class racing much better than Nascar 2 models actual Nascar racing... and I'm a die hard Nascar 2 fan. Then again, having actual experience in sportsman class may slant my view a bit... can't say that I've ever sat in the seat of a Winston Cup car and taken one for a test drive ;). Bottom line is, if you're looking for a great drag racing sim, Burnout is it. The "hood" cam works well enough (for me) in my suspension of disbelief. If you're really into drag racing, don't let the lack of a ***pit view stop you from buying this one. Regards, -Bill
Greg Cisko 24 Mar 1998#401031
>Bottom line is, if you're looking for a great drag racing sim, Burnout >is it. The "hood" cam works well enough (for me) in my suspension of >disbelief. If you're really into drag racing, don't let the lack of a >cockpit view stop you from buying this one. Actually I went out yesterday looking for this one. Didn't find it yet. I looked at the cars, and there were several funny cars and several Top Fuelers (Rail cars anyway). Are these cars actually faster? Inother words does the physics actually change with each car? And what are your best times? Does hte game measure reaction time? -- Header address intentionally scrambled to ward off the spamming hordes.
Greg, EB has had it on the shelves since Sunday. The other stores should have it today (Tues). The funny cars and rail cars can go faster (especially the rail cars). This is mostly determined by their aerodynamics and weight. There are many other physical factors that affect the car's dynamics such as wheel base, track width, tire size, and weight distribution in addition to the many other modifiable components (engine, trans, suspension, tires, aero, etc). Each car handles differently. We've been able to build a 5.3 second funny car (240+ mph). It has 2000+ HP. It's a kick to drive. The game measures everthing, reaction time, ET, 60, 100, 330, 660, 1000 speed and times. There is also telemetry data which shows you everything that's going on with you car which can be viewed concurrently with the VCR. -Brent
Quoted text (18 lines)>Actually I went out yesterday looking for this one. Didn't find it >yet. I looked at the cars, and there were several funny cars and >several Top Fuelers (Rail cars anyway). Are these cars actually >faster? Inother words does the physics actually change with >each car? >And what are your best times? Does hte game measure reaction >time? >-- >Header address intentionally scrambled to ward off the spamming hordes. >>Regards, >>-Bill
If it does then a lot of people are missing out on a lot of fun. I'm sure hovering behind a car going in a straight line for a few seconds is entertaining for some, but how it could ever be considered to equal punching a 400hp GP car sideways out of the Karousel on a 14 mile lap is unfathomable. Good luck to the drag fans and I'm happy they have a sim, but if it sells more than GPL then I truly pity all the people who are missing out. Cheers! John
od.. 25 Mar 1998#401205
Obviously not hard enough. The game goes down more times than a 10 dollar ***. --- The Chrome Plated Megaphone of Destiny
Bill Morris 25 Mar 1998#401206
Hi Brent, First off, let me say kudos for an outstanding job on Burnout. This really is the drag racing sim (dare I say it? <g>) I've been waiting for. Having been a participant in many a Wednesday night competition at Old Bridge Raceway Park (man, you score *major* bonus points for modelling my old stompin' grounds <bg>), I really feel this is the closest to the real thing. And the torque isn't pulling you halfway off the track? That seems to be the biggest problem I'm having with my 6.1 second, 225 mph funny car. I've softened the rear suspension up as much as I could, but this monster really wants to pull right all the way down. Not to mention the fact that the linelock is completely ineffectual due to the amount of HP / TQ this baby produces. Mind e-mailing me that setup? ;) The sheer number of modifiable fields in this game is impressive. Especially in regards to tires. The only thing that was slightly disappointing was only having a front and rear option... not complete RF, LF, RR, and LR options. With cars that produce a lot of torque, it's pretty widely known (well, to me at least <g>) to run a slightly different pressure in the RF to help counter the torque. Something for Burnout II, no doubt. The telemetry is very helpful, as well. However, I'd like to have been able to see exactly what my reaction time was on a given saved VCR clip, as well as the rest of the full timecard for that run. I may be mistaken, if this feature *is* included, though I haven't been able to see it (nor mention of it in the manual). Those two minor points aside, you guys have done a real kick ass job. Brings back many a fond memory. Now you guys just gotta get on Mplayers case to get this thing up and running ASAP! I'm dying for some multiplayer action. :) Best wishes for much success, -Bill
Bill Morris 25 Mar 1998#401207
>Actually I went out yesterday looking for this one. Didn't find it >yet. I looked at the cars, and there were several funny cars and >several Top Fuelers (Rail cars anyway). Are these cars actually >faster? Inother words does the physics actually change with >each car? You bet there's a difference ;). I worked up a pretty sweet setup for the funny car body style that has me running in the 6.0 - 6.1 range in excess of 220mph. On a whim, I decided to load a new body style (the pro stock Firebird) and retain all the engine / suspension / transmission settings from my 6 second flopper. Needless to say, the linelock had no effect, as when I punched the gas, I nearly sent the front wheels into low earth orbit. ;) My personal best so far is a 5.95 at 225mph in the funny car. I haven't started working on a rail car just yet, as there's a world of difference between the two in suspension and weight distribution. What's really great is they give you the option of using a comp .500 or Pro .400 tree to start with, with open bracket, 8.9, 9.9, 10.9, and 11.9 classes, as well as "heads up" competition where the fastest car down the track wins, with no handicapped starting. Reaction times are also recorded, and my best there is a 0.001 (bwaa haa haa!). Can't wait for this thing to be supported on Mplayer, so I can see how I measure up to the other drivers out there. I continue to be very impressed by this title. I've never played X-Car, since the critcisms it received steered me away from it (no pun intended). That being the case, I kind of expected to be a bit let down by Burnout. I'm happy to say that this titles lives up to the high hopes I secretly had for it. Even the lack of a***pit view (as seems to be the prevalent gripe) doesn't really bother me that much, as it was stated in the early previews that it was not going to be a feature. It'll be interesting to compare it to NHRA when it's released, to see how much of a difference it really makes. Regards, -Bill
All-- Well, if you didn't think I was stupid already, here's proof: While viewing the Pennzoil Nats at Houston a week ago, I was watching the data graphics at the top of the screen and paying close attention to start line reaction times. What I have never been able to figure out is why cars would redlight with reaction times above zero -- for example, on one run, somebody cut a .293 RT and redlighted. Now I vaguely understand that something around .400 is supposed to be a "perfect" reaction time, but why is this so? It seems to my woefully unenlightened peabrain that any reaction time that cut the light over 0:000 would be legal...obviously this is NOT the case. Can anyone tell me why? Thanks Bart (and please note: not a SINGLE word about you-know-what!) Brown
Todd Walker 25 Mar 1998#401209
This is the difference between a sportsman tree (or .500 tree) and a pro tree (.400 tree). On the sportsman tree, the yellow lights come on one at a time and there is half a second (.500 seconds) between each light. At most tracks, the reaction timer starts as soon as the green light comes on. Therefore on a .500 tree, a perfect RT would be .000 because that means you left the line at the exact instant the green came on. On a pro (or .400) tree, all three yellows come on at once then the green. The amout of time between them is .400 seconds. In this case, the reaction timer starts when the YELLOW lights come on, not the green. Therefore, a perfect RT on a pro tree is .400. Obviously, a .293 RT would be a red light because the driver left the line .107 seconds before the green light came on. Hope this helps. Let me know if you need clarification. -- Todd Walker Network Engineer LDS-iAmerica http://cust.iamerica.net/twalker ***Remove KILLSPAM from my address to reply***
Todd Walker 25 Mar 1998#401210
Not if you run it in DOS mode. It is a DOS game and is not meant to be run through Win95. Although I have been running it through 98 in a DOS window and I have had no problems at all.... -- Todd Walker Network Engineer LDS-iAmerica [link lost in import] ***Remove KILLSPAM from my address to reply*** > >I have raced Nascar 1 and Nascar 2 since they came out and I race N2 on > >TEN,well until I started beta testing Burnout that is,we want peopel to > >forget about N2 and tring to make this the best racing sim on the market,or > >close to it since this is Bethesda first racing sim.We are fixing to start > >the Mplayer testing for Burnout in a few days hopefully.Just be happy we are > >going through burnout so hard, > Obviously not hard enough. The game goes down more times than a 10 > dollar ***. > --- > The Chrome Plated Megaphone of Destiny
>Obviously not hard enough. The game goes down more times than a 10 >dollar ***. I'll bow to your superior knowledge of 10 dollar ***s.... ;-) Cheers! John
Some tracks measure reaction time from the third amber to when the stage beam is unbroken. This is the reason for the .400 or .500 added to the time. Some tracks measure from when the green light goes on to when the stage beam is unbroken and will show a "zero" based time. In this case, .000 is perfect no matter what tree type is being used and a negative reaction time would be a red-light. Either way they are equal measurements. -Brent
Quoted text (13 lines)>All-- >Well, if you didn't think I was stupid already, here's proof: >While viewing the Pennzoil Nats at Houston a week ago, I was watching >the data graphics at the top of the screen and paying close attention to >start line reaction times. What I have never been able to figure out is >why cars would redlight with reaction times above zero -- for example, >on one run, somebody cut a .293 RT and redlighted. Now I vaguely >understand that something around .400 is supposed to be a "perfect" >reaction time, but why is this so? It seems to my woefully unenlightened >peabrain that any reaction time that cut the light over 0:000 would be >legal...obviously this is NOT the case. Can anyone tell me why?
Thanks for the compliments. I'll pass them on to the team. >And the torque isn't pulling you halfway off the track? That seems to >be the biggest problem I'm having with my 6.1 second, 225 mph funny >car. I've softened the rear suspension up as much as I could, but this >monster really wants to pull right all the way down. Not to mention >the fact that the linelock is completely ineffectual due to the amount >of HP / TQ this baby produces. Mind e-mailing me that setup? ;) Give the rear some more roll bar, it will help counteract the torque transfer. Also make sure you line up "in the groove". With high torque cars it can really throw the car on launch. You're doing the right thing by loosening the rear springs, but too much can be a problem. We will definately have independant settings on version II. The physics already uses them and the new interface (Windows!) should give us enough room to edit them properly. You can kind of see your reaction time indirectly by watching the "time" in the upper right corner of the telemetry window. This displays the time from when the green (or red) light lit so you can see when you reacted to the green light. Not quite an actual reaction time but it's useful info. The 30, 60, 330, ect times are marked also and are accurate. Mplayer is working on it as we speak. -Brent
mack 26 Mar 1998#401397
LOL
Quoted text (7 lines)> >Obviously not hard enough. The game goes down more times than a 10 > >dollar ***. > I'll bow to your superior knowledge of 10 dollar ***s.... ;-) > Cheers! > John
> but how it could ever be considered to equal > punching a 400hp GP car sideways out of the Karousel on a 14 mile lap > is unfathomable. In the US, it's called "whatever turns your crank." ;) Cheers! Marc -- Marc J. Nelson Sim Racing News - http://www.simnews.com <remove '_*_' before replying>
On Thu, 26 Mar 1998 10:06:37 -0800, "Marc J. Nelson" >> but how it could ever be considered to equal >> punching a 400hp GP car sideways out of the Karousel on a 14 mile lap >> is unfathomable. >In the US, it's called "whatever turns your crank." ;) Whatever the monniker, it remains unfathomable! :-) Cheers! John
Quoted text (16 lines)> On Thu, 26 Mar 1998 10:06:37 -0800, "Marc J. Nelson" > >> but how it could ever be considered to equal > >> punching a 400hp GP car sideways out of the Karousel on a 14 mile lap > >> is unfathomable. > >In the US, it's called "whatever turns your crank." ;) > Whatever the monniker, it remains unfathomable! :-) > Cheers! > John
Hehee! =) -- Marc J. Nelson Sim Racing News - http://www.simnews.com <remove '_*_' before replying>
od.. 30 Mar 1998#401798
>>Obviously not hard enough. The game goes down more times than a 10 >>dollar ***. >I'll bow to your superior knowledge of 10 dollar ***s.... ;-) Thanks:) --- The Chrome Plated Megaphone of Destiny

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