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Rec.Autos.Simulators Archive

Possible NHRA Drag Racing release date...

15 posts by 8 people · 27 May 1998 - 02 Jun 1998

Bill 27 May 1998#409505
I just saw in the News section of NHRA ONLINE that it will definitely be debuting this week at the Route 66 Nationals in Chicago. They are now projecting it to hit the stores by mid June. Let's hope they're right this time and that this wasn't just another tease. For further info, check out the NHRA Online site at: www.goracing.com/nhra/
Mach 27 May 1998#409506
Last I heard of the NHRA game was by a particular marketing person who attended a computer software confrence, sorry forgot name of confrence, I think it was the one in Long Beach, CA.... but this person, Lets call him "MrV", got a real good peak at Tantrums product. Of course, Tantrum was showing it at this confrence. Well, to make a long story short,.... 1) The person showing the product, whom happened to be one of the game's developers/programers, could not even get the car to run in a straight line, and never completed one entire 1320ft pass. 2) The game locked up every 32 seconds, yes exactly ever 32 seconds. 3) There are only eight, yes that was an 8, adjustable settings for you to create your perfect car 4) Those 8 adjustable settings.....slider bars, LOL 5) Looked pretty though..... I dont think i could build a Pro TF dragster or Funny Car off 8 adjustable settings. I would need dozens, it not hundreds of different things to tweak and combinations of tweaks. Dont you agree? If you just said yes, look at the "other" drag racing game on the market, it may suprise you. Now, of course, this is second hand, but I would have to believe that this MrV wouldnt lie about a product that is so highly anticipated. Though it does sound like a good PlayStation game though eh? Now, even with only 8 adjustable, slider-bar, settings, is this going to be a simulator if is has a***pit view? Or will we refer to it as a "game"? My vote is, "game". Dont get me wrong, I am also waiting for the "game" to come out as well, though doubt-full it will be here within the next month or so. But, If this product did not have the "NHRA" name on the box, it would be nothing more than a Playstation arcade game. The only selling point I have seen so far is the "NHRA" name on the box. >I just saw in the News section of NHRA ONLINE that it will definitely be >debuting this week at the Route 66 Nationals in Chicago. They are now >projecting it to hit the stores by mid June. Let's hope they're right this >time and that this wasn't just another tease. >For further info, check out the NHRA Online site at: www.goracing.com/nhra/
Greg Cisko 27 May 1998#409507
>3) There are only eight, yes that was an 8, adjustable settings for you to >create your perfect car This would be bad. Sure it will surprise you. Your first 5.x second 1950 chevy is a shock all right. THat other game allows you to buuild unrealistic cars. Plus I really hate bracket racing. From a hood-cam no less. My Cockpit view alone won't do it. And how can you vote on it if you haven't seen or played the final product. I heard from a NHRA tester that the game had as many mods as Burnout. If this person (***) is wrong, they will never hear the end of it. I have never seen so many brown nosers as you burnout people in my life... Wow. -- Header address intentionally scrambled to ward off the spamming hordes.
Doug Gordon 27 May 1998#409508
Couldn't get it to run in a straight line? Hmmm. I've never driven a T/F car, but I did drive an A/FD (Pro Comp) in the early 70's that clocked high 6's at about 200mph. With a 240" wheelbase, I will freely admit that getting it to go in a straight line was never a problem. In fact, it's quite hard to steer one of these off-line! Now, my first dragster which was a slingshot with a 170" wheelbase was another matter -- I took a few wild rides in that one, mainly on low-budget, bumpy tracks or one other time when I hit some oil on one side. -- Doug Gordon (Remove "nospam." from e-mail address) >Last I heard of the NHRA game was by a particular marketing person who >attended a computer software confrence, sorry forgot name of confrence, I >think it was the one in Long Beach, CA.... but this person, Lets call him >"MrV", got a real good peak at Tantrums product. Of course, Tantrum was >showing it at this confrence. Well, to make a long story short,.... >1) The person showing the product, whom happened to be one of the game's >developers/programers, could not even get the car to run in a straight line, >and never completed one entire 1320ft pass.
Pete 27 May 1998#409509
Greg, I feel cheated! I didn't get a 1950 chevy! Just because the tools are in the sim to allow you to go past realistic settings doesn't mean you have to use them. And you don't have to race with a hood cam! There are several camera angles available! But when you criticise something you don't have or don't want to own, by your own admission, then its hard to be objective never mind overly opinionated. I am very pleased though that your list of adjectives is growing in discribing me. I hate being so one dimensional! :-) Pete > Sure it will surprise you. Your first 5.x second 1950 chevy is a shock > all right. THat other game allows you to buuild unrealistic cars. Plus > I really hate bracket racing. From a hood-cam no less. > >Now, of course, this is second hand, but I would have to believe that this > >MrV wouldnt lie about a product that is so highly anticipated. Though it > >does sound like a good PlayStation game though eh? > >Now, even with only 8 adjustable, slider-bar, settings, is this going to be > >a simulator if is has a***pit view? Or will we refer to it as a "game"? > My >***pit view alone won't do it. And how can you vote on it if you haven't > seen or played the final product. I heard from a NHRA tester that the game
Quoted text (8 lines)> had as many mods as Burnout. If this person (***) is wrong, > they will never hear the end of it. > I have never seen so many brown nosers as you burnout people in > my life... Wow. > -- > Header address intentionally scrambled to ward off the spamming hordes.
Greg Cisko 27 May 1998#409510
> Greg, I feel cheated! I didn't get a 1950 chevy! Just because the Listen here smart ass... ... I owned it and returned it. Anyway I was wrong about there being a 1950 chevy. Big deal. There is a 66 mustang? Yes? Well you can crank that baby up there too. -- Header address intentionally scrambled to ward off the spamming hordes.
I already ordered the game from Mind Magic's web site. They sent me an e-mail about a month ago stating the game would be released May 29th.
+DATA ndra 30 May 1998#409806
Answers? We got answers. It was at the CGDC, Computer Game Devleopers Conference. Tantrum was not showing the game per se, but rather was using it to show how SoftImage tools we used to create the game. It was during a session sponsored by SoftImage. line, and never completed one entire 1320ft pass. The designer showing the game crashed the car on purpose to show the effect of collisions with guardrails to show pieces of the car come off. "I crashed the car on every run when demoing as this is what people like to check out when I have only about 30 seconds to demo the game," he told me. I am on the beta team and currently am playing the same version that was demo'd. although there re occiasional crashes as with an dbeta, it does not lock up every "32 seconds." The game was only on the Softimage content demos that were being shown and so he I quit the game using a keyboard shortcut at the end of each run so save time. to create your perfect car Dale Armstrong and many other big-time crew chiefs were consulted for the adjustments they generally make during an event, on a run-to-run basis. "The consensus from all of the best minds in the sport was that to clutter the game with a bunch of settings that do not have a real impact from round to round just so we could talk about how many sliders we have would be a mistake and of no real impact to game play." For the record, the adjustments are: primary clutch weight, secondary cluch timer, advance spark, nitro content, blower overdrive, nose weight, rear wing angle (for TF), and compression ratio. As a reporter for National DRAGSTER for 15 years, I would have to say that these are the main items that are adjusted on a regular basis. Let's face it, a Top Fueler is not like a doorcar: no suspension, one regulated engine size, no transmission, one standard tire size, etc. The only other real adjustments that are made are jets to compensate for dropped cylinder or burned pistons (not for performance reasons) and, on rare, rare occasions, tire pressure. everything else usually stays the same or is regulated against being changed (i.e., rear-end gears) Yes, they are sliders but they show actual measurements; i.e., primary clutch has a realistic range of grams, nitro is in percentage, etc. How else would you do it? >I dont think i could build a Pro TF dragster or Funny Car off 8 adjustable settings. I would need dozens, it not hundreds of different things to tweak and combinations of tweaks. Dont you agree?>>> Because all Top Fuelers and Funny cars are basically alike, I would say "no," The TFs are all 300-inch wheelbase units, mostly built by McKinney. The FCs are all 125 inches, again built by just a few manufacturers. The engines are all late-model Hemis, 500 cu in., all have 14-71 blowers, direct drive, nearly identical clutches, rear ends, tires, mangetos, headers, etc. Sure, Tantrum could have made available a Ford engine or a Rodeck (Chevy), but this is a sim based on the actual cars in competition this year. It is based on realism, which, I'm sure all would agree, is not present in Burnout due to the radical combinations that can be assembled. Remember, we're not building a car from the ground up here, and almost all TFs and FCs are cookie cutters, with the difference in performance being crew chief smarts and testing (which the game allows both; there is a testing mode and a match race mode in addition to full season or individual event play). What more would you have liked to be able to pick? The size of the bolts that hold on the wing? <g> to be a simulator if is has a***pit view? Or will we refer to it as a "game"? My vote is, "game".>>> What's the difference between a sim and a game? A sim is a simulation, meant to simulate real life. That is what NHRA Drag Racing is doing, I believe. A game is an amu***t piece, where anything can happen due to the improbable nature of the options. I'll be the first to admit that Burnout might be deeper in buttons to push, but that's because, by their inherent nature, doorcars and other sportsman cars have more tuning variables. I know most would think that it was the other way around but, for reasons I've already covered, it ain't so. More expensive? Yes? More disastrous if you make a mistake? Yes. More technically demanding? Yes. Harder to drive? Yes. But the sad reality, and the part of the sim that is valid, is that there are less tuning options for a fuel car than a bracket car. Phil Burgess National DRAGSTEr/NHRA Online
RacerX 30 May 1998#409807
Typical response.... Do you actually have any idea of race car physics, Brainiac? I didn't think so... "There are those who race.....and those who watch..... I don't watch!" Xman FMDRS #25 Super Street
Mach 30 May 1998#409808
Unfortunatly, this is a typical response from a typical person. Not many people will understand what these settings are or what they do in a TF car or rail. And the simple fact of only having 8 adjustments is a very limiting factor in the game.
Greg Cisko 30 May 1998#409809
>>For the record, the adjustments are: primary clutch weight, secondary >>cluch timer, advance spark, nitro content, blower overdrive, nose weight, >>rear wing angle (for TF), and compression ratio. >That's ALL the adjustments? >Boring. I think not. The idea is to adjust these things so that you don't overpower the racetrack. Have you ever watched a dragrace? He is right everything for the most part is identical and the adjustments the crew cheif makes are few. Mostly to maintain traction and not smoke the ***out of the tires during the run. It is kind of like trying to roll a marble down a thin wire. The balance for maximum performance is delicate. Can Tantrum make a game which reproduces this effectively? I have no idea. But if they did, it would be one heck of a game. I just hope it models burnouts properly :-) When I have burnout, it wouldn't do the burnouts properly. -- Header address intentionally scrambled to ward off the spamming hordes.
Mach 30 May 1998#409810
I too hope that Tantrum can make this game correctly. I would have a great time playing a good sim. I am not AGAINST this particular game or company. I did express some news that I recieved about it and even admited that it was 2nd hand news, but thought many of you may like to know about it. If Tantrum works some wonders with NHRA, I will be one of the first to purchase it, hopefully they will be able to add more than 8 settings. And, Yes, I too hope they model burnouts better. (Road >Course). Im sure you do have vast knowledge of race cars and thier physics, but how many people in the world have that same knowledge? My remarks was that "not many people..." Which I still stand by, not many are going to know what tose settings are going to do or how they will effect a TF rail. Will this be the deciding factor of the game making it big time or not? eh, probably not, I think it really comes down to gameplay and realism. So again, I say, that from what I have heard about this game, it seem snothing more than a hyped up Playstation product. If I am wrong, I would love to hear from the Playtesters or Tantrum prgramers. I hope Im wrong. I also hope that Tantrum holds off and gets the bugs before release, that was a big problem with the other drag game on the market. I would hate to go thru that again. c ya
Greg Cisko 30 May 1998#409811
race), Really... I'm a fair sim pilot and I'll be willing to go a lap or two with you in F1RS :-) hehe... -- Header address intentionally scrambled to ward off the spamming hordes.
RacerX 31 May 1998#409879
<snip> Well then, from your list of accomplishments, I saw "a little drag experience, but not much", and before condemning it, try it. My knowledge of race car physics pertains solely to drag racing, and to be brutally honest, I wouldn't know the first thing about setting up an oval track car.. This is not to say I find it boring, but it's not my bag. However.... it occurs to me the "average" sim pilot is a frustrated racer "wannabe", (not all of us are fortunate enough to be able to actually race), and from the sound of your "boring" comments, that's the impression you gave me. That, and having dealt with several narrow-minded "fans" of oval track racing over the course of the evening, well.... it's easy to take it out here :) (btw.... I respect road racers a hell of a lot than you might think) "There are those who race.....and those who watch..... I don't watch!" Xman FMDRS #25 Super Street
RacerX 02 Jun 1998#410038
Only if you're willing to strap yourself into a S/ST car, and make a pass or two with me on the dragstrip.. :-) I'll be waiting at the next Federal Mogul Drag Racing Series race in the SE division. "There are those who race.....and those who watch..... I don't watch!" Xman FMDRS #25 Super Street

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