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Rec.Autos.Simulators Archive

TransAM 68-72 Looks Impressive

15 posts by 10 people · 20 Apr 1998 - 23 Apr 1998

Mark Smi 20 Apr 1998#405621
Looks like GPL is going to be obsolete only a few months after its release. Of course it GPL will always remain popular with the GP crowd, but from a sheer technological standpoint, the write-up on TransAM in this months NextGen magazine looks like it will blow away every racing sim released to date. For those who haven't (or don't) read NextGen, TransAm features a large collection of muscle cars on a variety of tracks. The team of designers are a group of "professional ***s" who have previously done computer recreations of car wrecks and the TWA crash for courtroom presentations. This translates into ultra-realistic physics and car dynamics. Cars will have anywhere from 240-400 polygons and each vertex of the polygon has a CRUSH factor assigned to it based on its location on the car (i.e. front of car can sustain more damage than a door panel) This will accurately translate into a real-time damage model so if you hit a pole the car will bend to wrap around that object (rather than a pre-rendered smashed frontend). Each CRUSH point can then be "pounded out" by the boys in the pit during pitstops depending on how long you want to stay parked. AI is being accurately reproduced for each of the drivers so if you see Pernelli in your rear-vew then you'd better get ready to get smacked since he is famed for his "bumping is racing" style. Smoke comes off the brake pads and tires as well as 3 colors of smoke from under the hood (blue/white/black depending on what is wrong oil/radiator/fire) The designers are using GPS data to recreate many of the popular circuits from that era - some of which don't even exist anymore. And the are even accurately reproducing each dashboard for each of the cars you can drive. Check out the big preview in the NextGen magazine with Prince of Persia 3D on the cover.
Michael Tra 20 Apr 1998#405622
Sounds awesome. I get the feeling I may need 3d. ;-) Michael Tracy ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Michael Tracy
Mathew Star 20 Apr 1998#405623
Is there a web site somewhere that has screne captures from this game. I would like to be able to see what this game looks like at some point and find more information about it. Like when will it be released, system requirements, etc. thanks matt
Quoted text (72 lines)> Very good point, about CPR > >Settle down........don't wet yourself with e***ment just yet! :-) > >I recall a similar pre-release load of hype for a simulation that was going > >to blow all else away. > >I think it was called "Cart Precision Racing". > >Take this stuff with a grain of salt until such time as the product is > >released and you have had a chance to try it out or see it in operation. > >Don't even place a terribly large amount of importance on magazine > >reviews........they seem to have lost touch with reality over the past year. > >The lovely graphical details that you outlined are of absolutely no use at > >all if the dynamics gameplay and AI are not equal to the task. > >Regards, > >Bruce. > >>Looks like GPL is going to be obsolete only a few months after its release. > >>Of course it GPL will always remain popular with the GP crowd, but from a > >sheer > >>technological standpoint, the write-up on TransAM in this months NextGen > >>magazine looks like it will blow away every racing sim released to date. > >>For those who haven't (or don't) read NextGen, TransAm features a large > >>collection of muscle cars on a variety of tracks. The team of designers > >are a > >>group of "professional ***s" who have previously done computer > >recreations of > >>car wrecks and the TWA crash for courtroom presentations. This translates > >into > >>ultra-realistic physics and car dynamics. > >>Cars will have anywhere from 240-400 polygons and each vertex of the > >polygon has > >>a CRUSH factor assigned to it based on its location on the car (i.e. front > >of > >>car can sustain more damage than a door panel) This will accurately > >translate > >>into a real-time damage model so if you hit a pole the car will bend to > >wrap > >>around that object (rather than a pre-rendered smashed frontend). Each > >CRUSH > >>point can then be "pounded out" by the boys in the pit during pitstops > >depending > >>on how long you want to stay parked. > >>AI is being accurately reproduced for each of the drivers so if you see > >Pernelli > >>in your rear-vew then you'd better get ready to get smacked since he is > >famed > >>for his "bumping is racing" style. > >>Smoke comes off the brake pads and tires as well as 3 colors of smoke from > >under > >>the hood (blue/white/black depending on what is wrong oil/radiator/fire) > >>The designers are using GPS data to recreate many of the popular circuits > >from > >>that era - some of which don't even exist anymore. And the are even > >accurately > >>reproducing each dashboard for each of the cars you can drive. > >>Check out the big preview in the NextGen magazine with Prince of Persia 3D > >on > >>the cover. > ></PRE></HTML>
John 20 Apr 1998#405624
accurately If a circuit doesn't exist anymore how will they use GPS data? Will they use 1970's GPS? :-) Thanks John
Settle down........don't wet yourself with e***ment just yet! :-) I recall a similar pre-release load of hype for a simulation that was going to blow all else away. I think it was called "Cart Precision Racing". Take this stuff with a grain of salt until such time as the product is released and you have had a chance to try it out or see it in operation. Don't even place a terribly large amount of importance on magazine reviews........they seem to have lost touch with reality over the past year. The lovely graphical details that you outlined are of absolutely no use at all if the dynamics gameplay and AI are not equal to the task. Regards, Bruce. >Looks like GPL is going to be obsolete only a few months after its release. >Of course it GPL will always remain popular with the GP crowd, but from a sheer >technological standpoint, the write-up on TransAM in this months NextGen >magazine looks like it will blow away every racing sim released to date. >For those who haven't (or don't) read NextGen, TransAm features a large >collection of muscle cars on a variety of tracks. The team of designers are a >group of "professional ***s" who have previously done computer recreations of >car wrecks and the TWA crash for courtroom presentations. This translates into >ultra-realistic physics and car dynamics. >Cars will have anywhere from 240-400 polygons and each vertex of the polygon has >a CRUSH factor assigned to it based on its location on the car (i.e. front of >car can sustain more damage than a door panel) This will accurately translate >into a real-time damage model so if you hit a pole the car will bend to wrap >around that object (rather than a pre-rendered smashed frontend). Each CRUSH >point can then be "pounded out" by the boys in the pit during pitstops depending >on how long you want to stay parked. >AI is being accurately reproduced for each of the drivers so if you see Pernelli >in your rear-vew then you'd better get ready to get smacked since he is famed >for his "bumping is racing" style. >Smoke comes off the brake pads and tires as well as 3 colors of smoke from under >the hood (blue/white/black depending on what is wrong oil/radiator/fire) >The designers are using GPS data to recreate many of the popular circuits from >that era - some of which don't even exist anymore. And the are even accurately >reproducing each dashboard for each of the cars you can drive. >Check out the big preview in the NextGen magazine with Prince of Persia 3D on >the cover.
PHendrix27 21 Apr 1998#405773
Very good point, about CPR
Quoted text (70 lines)>Settle down........don't wet yourself with e***ment just yet! :-) >I recall a similar pre-release load of hype for a simulation that was going >to blow all else away. >I think it was called "Cart Precision Racing". >Take this stuff with a grain of salt until such time as the product is >released and you have had a chance to try it out or see it in operation. >Don't even place a terribly large amount of importance on magazine >reviews........they seem to have lost touch with reality over the past year. >The lovely graphical details that you outlined are of absolutely no use at >all if the dynamics gameplay and AI are not equal to the task. >Regards, >Bruce. >>Looks like GPL is going to be obsolete only a few months after its release. >>Of course it GPL will always remain popular with the GP crowd, but from a >sheer >>technological standpoint, the write-up on TransAM in this months NextGen >>magazine looks like it will blow away every racing sim released to date. >>For those who haven't (or don't) read NextGen, TransAm features a large >>collection of muscle cars on a variety of tracks. The team of designers >are a >>group of "professional ***s" who have previously done computer >recreations of >>car wrecks and the TWA crash for courtroom presentations. This translates >into >>ultra-realistic physics and car dynamics. >>Cars will have anywhere from 240-400 polygons and each vertex of the >polygon has >>a CRUSH factor assigned to it based on its location on the car (i.e. front >of >>car can sustain more damage than a door panel) This will accurately >translate >>into a real-time damage model so if you hit a pole the car will bend to >wrap >>around that object (rather than a pre-rendered smashed frontend). Each >CRUSH >>point can then be "pounded out" by the boys in the pit during pitstops >depending >>on how long you want to stay parked. >>AI is being accurately reproduced for each of the drivers so if you see >Pernelli >>in your rear-vew then you'd better get ready to get smacked since he is >famed >>for his "bumping is racing" style. >>Smoke comes off the brake pads and tires as well as 3 colors of smoke from >under >>the hood (blue/white/black depending on what is wrong oil/radiator/fire) >>The designers are using GPS data to recreate many of the popular circuits >from >>that era - some of which don't even exist anymore. And the are even >accurately >>reproducing each dashboard for each of the cars you can drive. >>Check out the big preview in the NextGen magazine with Prince of Persia 3D >on >>the cover. ></PRE></HTML>
Well, I can take a software package called ADAMS and recreate a car wreck on my SGI Octane, but I still wouldn't have a clue how to make a racing sim on the PC that works as well as, say, GP2 or ICR2 even. Like the others say, take the preview with a vewry large grain of salt. : Looks like GPL is going to be obsolete only a few months after its release. : Of course it GPL will always remain popular with the GP crowd, but from a sheer : technological standpoint, the write-up on TransAM in this months NextGen : magazine looks like it will blow away every racing sim released to date. : : For those who haven't (or don't) read NextGen, TransAm features a large : collection of muscle cars on a variety of tracks. The team of designers are a : group of "professional ***s" who have previously done computer recreations of : car wrecks and the TWA crash for courtroom presentations. This translates into : ultra-realistic physics and car dynamics. : : Cars will have anywhere from 240-400 polygons and each vertex of the polygon has : a CRUSH factor assigned to it based on its location on the car (i.e. front of : car can sustain more damage than a door panel) This will accurately translate : into a real-time damage model so if you hit a pole the car will bend to wrap : around that object (rather than a pre-rendered smashed frontend). Each CRUSH : point can then be "pounded out" by the boys in the pit during pitstops depending : on how long you want to stay parked. : : AI is being accurately reproduced for each of the drivers so if you see Pernelli : in your rear-vew then you'd better get ready to get smacked since he is famed : for his "bumping is racing" style. : : Smoke comes off the brake pads and tires as well as 3 colors of smoke from under : the hood (blue/white/black depending on what is wrong oil/radiator/fire) : : The designers are using GPS data to recreate many of the popular circuits from : that era - some of which don't even exist anymore. And the are even accurately : reproducing each dashboard for each of the cars you can drive. : : Check out the big preview in the NextGen magazine with Prince of Persia 3D on : the cover.
Mark Smi 21 Apr 1998#405775
>Is there a web site somewhere that has screne captures from this game. I would >like to be able to see what this game looks like at some point and find more >information about it. Like when will it be released, system requirements, etc. >thanks >matt The company that is doing the game has their site at: www.eai.com very impressive stuff on their site but nothing about TA Racing yet...
Mark Smi 21 Apr 1998#405777
The interesting thing about the article is that they hardly mention the graphics. What the do STRESS is incredible physics and AI for the drivers. The quote was "We want you to feel that you are racing against the DRIVER and not their car." That pretty much says it all. From the looks of this EAI company - I don't think they are going to do anything just "halfway"....
"Polygons that crush"? Surely that's referring to the graphics, Mark? And the "incredible physics".......perhaps their marketing people snipped this one from Microsofts' pre-release hype about CPR? And I believe that Microsoft weren't going to do anything "halfway" either......!! Look mate....all I'm suggesting is that you don't count your chickens until they're hatched, otherwise you could be in for a big disappointment. -- Regards, Bruce.
Mark Smi 22 Apr 1998#405943
Not to belabor the point but "polygons that crush" was referring to the PHYSICS model - at least in the context of the original article. The only mention of graphics was that it would be D3D/Voodoo and run at a firm 30fps. Other than that, the preview stressed the AI, physics model and detail of the SIMULATION. Everybody already knows how great GPL is and it's still in pre-beta. This article actually says they are shooting to surpass GPL. A bold statement. I look forward to a playable/driveable track demo or even an AVI at this point.
% >"Polygons that crush"? % >Surely that's referring to the graphics, Mark? % > % >And the "incredible physics".......perhaps their marketing people snipped % >this one from Microsofts' pre-release hype about CPR? % > % >And I believe that Microsoft weren't going to do anything "halfway" % >either......!! % > % >Look mate....all I'm suggesting is that you don't count your chickens until % >they're hatched, otherwise you could be in for a big disappointment. % > % Not to belabor the point but "polygons that crush" was referring to the PHYSICS % model - at least in the context of the original article. Yes, this is a physics model. I like to race, and one of the last things I want to do is "crush" my car. So, when I look at a racing simulation program, the first physics I am interested in hearing about is the car's handling physics and how well the tracks are modeled. "Crushable" car physics is just eye-candy in my book. % The only mention of graphics was that it would be D3D/Voodoo and run at a firm % 30fps. Other than that, the preview stressed the AI, physics model and detail % of the SIMULATION. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
>Yes, this is a physics model. I like to race, and one of the last >things I want to do is "crush" my car. So, when I look at a racing >simulation program, the first physics I am interested in hearing about >is the car's handling physics and how well the tracks are modeled. >"Crushable" car physics is just eye-candy in my book. Ditto! -- Best, Edwin Solheim ed_ on NROS The Paddock - a legendary site..: http://home.c2i.net/thepaddock Cheek Junior Team: http://home.sol.no/~solhmrek
> % >"Polygons that crush"? > % >Surely that's referring to the graphics, Mark? > % > > % >And the "incredible physics".......perhaps their marketing people snipped > % >this one from Microsofts' pre-release hype about CPR? snip > Yes, this is a physics model. I like to race, and one of the last > things I want to do is "crush" my car. So, when I look at a racing > simulation program, the first physics I am interested in hearing about > is the car's handling physics and how well the tracks are modeled. > "Crushable" car physics is just eye-candy in my book. Mentioning crash physics only reminds me of the preview for Destructin Derby 2... ;^) l8er ronny -- Toys'R'Us '99: "So, would you like a hand gun with that action figure, kiddo?" |\ _,,,---,,_ I want to die like my Grandfather, ZZZzz /,`.-'`' -. ;-;;,_ in his sleep. |,4- ) )-,_. ,\ ( `'-' Not like the people in his car, '---''(_/--' `-'\_) screaming their heads off!

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