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Indianapolis 500 The Simulation

10 posts by 8 people · 29 Mar 2004 03:02 UTC - 04 Apr 2004 17:00 UTC

JCSpeed 29 Mar 2004 03:02 UTC#40465
Anyone got a copy of this old game that will work well with XP ? Thanks, JC
JCSpeed wrote: > Anyone got a copy of this old game that will work well with XP ? > Thanks, > JC Any way of speeding this up? it runs like a slideshow, I'm using XP. ++ Fillyourboots
I have been playing around and I still can't get it to run at an acceptable frame rate. It sure is fun looking back though. I spent hours playing it when it first came out ... but I remember it looking a lot more realistic :). My favorite thing about this game (at the time sim) was that they left the wrecked cars on the track during a yellow. If there were more than one involved in a wreck, they would be removed one or two at a time. Gave you something to look at (ha ha) and drive around during the caution laps. I still miss that in the sims we have today. Russell Fillyourboots wrote:
Quoted text (13 lines)> JCSpeed wrote: > >>Anyone got a copy of this old game that will work well with XP ? >>Thanks, >>JC > > > Any way of speeding this up? it runs like a slideshow, I'm using XP. > > ++ > Fillyourboots > >
"Russell" wrote... > I have been playing around and I still can't get > it to run at an acceptable frame rate. I saw it running smoothly at the ESCORS LAN last year. I'll ask on the forum.
Quoted text (11 lines)> It sure is fun looking back though. I spent hours > playing it when it first came out ... but I > remember it looking a lot more realistic :). > > My favorite thing about this game (at the time sim) > was that they left the wrecked cars on the track > during a yellow. If there were more than one > involved in a wreck, they would be removed one or > two at a time. Gave you something to look at (ha ha) > and drive around during the caution laps. I still > miss that in the sims we have today.
Todays crop of simmers can't be trusted to miss a stationary car on an oval, even at pacing speed. ;-) Jan. =---
>"Fillyourboots" <[email hidden]> wrote > Any way of speeding this up? it runs like a slideshow, I'm using XP. I think it's time for you to upgrade your PC. It just can't hold it anymore. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
>"Jan Verschueren" <[email hidden]> wrote > Todays crop of simmers can't be trusted to miss a stationary car on anoval, > even at pacing speed. ;-) I think it's the particule polygons that make it all that fun to crash in Indy 500: The Sim. It's understandable why we don't have those anymore, but I miss those days. It's fun to see how things haven't really changed even after 15 years. The coding for those 3 bars on the side of the cockpit eventually stayed until Icr2 where you could still adjust the brake bias, rear and front anti-roll bars. Those particule polygons, well with the years they were transformed into car-shaped polygons, and I think they are still there even in their recent sims, if you crashed, debris still appear but being more complex (you can still pass through them). Even the Fx functions toggle the SAME information boards (F1 = lap info F2= standings etc..). The replays had the standard incar/behind/track/tv/sky found in every other Papy release since, but it also had a fun leader/crash function that I nowadays miss. I think the crash replay setting was in Nascar Racing 2. I got a hold on the original Indy500 manual a long time ago. I didn't remember you could toggle "Cruise Control" by pressing C. It's easy to see the small steps in evolution between : Indy500-->Icr1-->N1-->Icr2-->N2-->NR99-->N3-->gpl-->N4-->Nr2002-->Nr2003. You just need to check out the credits to understand how important that sim is for us : Lead Design David Kaemmer Lead Programming David Kaemmer Programming Richard Garcia Music / Sound Rob Hubbard I mean we all know about David Kaemmer and Rich Garcia, but heck even somebody like Rob Hubbard is nowadays remembered as one of the pioneer of 80's C64 video game music. Anybody who has played something like Road Rash or EA's NHL Hockey games or even Skate or Die/Ski or Die remembers his music. His intro music for Indy500 is one of the tune that sticks in my head from time to time. But then again those friggin guys at Papy made a LORD OF THE RINGS game back in those days, so how cool where they? I wish one of them could share some fun behind-the-scene stuff that happened there in the early 90's, some behind-the-scene stuff about their old plans for Hawaii, some developpers vs. producer fight stories, etc... -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
In article <vCuac.53998$[email hidden]>, "ymenard" <[email hidden]> wrote:
Quoted text (7 lines)> You just need to check out the credits to understand how important that sim > is for us : > > Lead Design David Kaemmer > Lead Programming David Kaemmer > Programming Richard Garcia > Music / Sound Rob Hubbard
Ah, the memories! I used to record my fast times on the back cover of the manual (which I still have) and the first entry, for a lap of just over 227mph in the March, was dated July 15, 1990! In those days, Compuserve was the hot online ticket, and in their Gamer's Forum, I met a guy named Matt Sentell, who was also obsessed with Indy500-the Simulation, and we compared notes and techniques. This culminated in the formation of the first (to my knowledge) online racing series, in which we ran races then reported the results online, and kept track of points and standings. The other result of that early racing collaboration, and the real point of this message, is that Matt went on to work at Papyrus, and was (one of) the main motivators behind the production of the purest sim that has ever been produced: Grand Prix Legends. ...Ron
In article <[email hidden]>, Zuben el Genubi <[email hidden]> writes: >Ah, the memories! I used to record my fast times on the back cover of >the manual (which I still have) and the first entry, for a lap of just >over 227mph in the March, was dated July 15, 1990! I used to record finishing position for the full-length races I ran. Haven't seen that paper in a while, though - I wonder if it's still in the house? Eldred -- http://www.umich.edu/~epickett Screamers League IICC League GPLRank -6.0 MoGPL rank +267.80 Ch.Rank +52.58 MoC +741.71 Hist. +82.34 MoH:na N2k3 rank:in progress Slayer Spektera lvl 72 assassin Slayer Spectral_K lvl 38 Necro US East
JCSpeed 04 Apr 2004 17:00 UTC↳ reply to Russell#40234
Argument /V I think will make graphics in VGA mode. Russell <[email hidden]> wrote in news:[email hidden]:
Quoted text (29 lines)> I have been playing around and I still can't get it to run at an > acceptable frame rate. > > It sure is fun looking back though. I spent hours playing it when it > first came out ... but I remember it looking a lot more realistic :). > > My favorite thing about this game (at the time sim) was that they left > the wrecked cars on the track during a yellow. If there were more > than one involved in a wreck, they would be removed one or two at a > time. Gave you something to look at (ha ha) and drive around during > the caution laps. I still miss that in the sims we have today. > > Russell > > Fillyourboots wrote: > >> JCSpeed wrote: >> >>>Anyone got a copy of this old game that will work well with XP ? >>>Thanks, >>>JC >> >> >> Any way of speeding this up? it runs like a slideshow, I'm using XP. >> >> ++ >> Fillyourboots >> >>

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