I just dl'd the long-awaited T/A mod.
Let me qualify this by saying that I'm not a great road racer; I run GPL
(intermittently) and with a very modest amount of success and I even (gasp)
try to watch and follow the road racing series in the world.
Maybe it's me but I don't see a significant difference between the T/A and
the US Pits latest version of their Touring Car mod.
The graphics are definately better but I can't see a great deal of
difference hustling a car through the esses at Watkins Glen betweeen the
busch mod, tptcc and the new T/A mod.
Am I wrong?
I think that all of the programmers involved have done a splendid job just
in getting the mods available to us. I'm not trying to favor one over the
other. They all deserve our gratitude (as well as some donations) but I just
can't see a real difference.
What's the consensus?
Timmy
Notable threadProject Wildfire Trans-Am mod release and realism debate
Following the release of Project Wildfire's long-awaited Trans-Am mod for NR2003, users asked how it differed from TPTCC, since both used Papyrus's Trans-Am physics. It became a long debate: Jan Verschueren and Mitch_A criticised the stock-car basis and argued ISI's sims had better physics, while JnPrather and FCYTravis explained that real Trans-Am cars are tube-frame cars close to stock cars and defended NR2003's online play. The thread later grew personal between some posters.
Automated summary.
I havent played the pits one in a while but this this one i had to take the
caster way down cause the FF seemed much stronger... is it just me?
"Timmy Ferrell" <[email hidden]> wrote in message
news:TVg0c.954$[email hidden]...
> I just dl'd the long-awaited T/A mod.
> Let me qualify this by saying that I'm not a great road racer; I run GPL
> (intermittently) and with a very modest amount of success and I even(gasp)
just
> can't see a real difference.
> What's the consensus?
> Timmy
>
>
Quoted text (10 lines)
> try to watch and follow the road racing series in the world. > Maybe it's me but I don't see a significant difference between the T/A and > the US Pits latest version of their Touring Car mod. > The graphics are definately better but I can't see a great deal of > difference hustling a car through the esses at Watkins Glen betweeen the > busch mod, tptcc and the new T/A mod. > Am I wrong? > I think that all of the programmers involved have done a splendid job just > in getting the mods available to us. I'm not trying to favor one over the > other. They all deserve our gratitude (as well as some donations) but IThey use the same physics so you shouldn't see any difference in the way the car handles at all! Keep both Mods - TPTCC is great - they do GT40 etc.
Wag
"Timmy Ferrell" <[email hidden]> wrote in message news:TVg0c.954$[email hidden]...
I just dl'd the long-awaited T/A mod.
Let me qualify this by saying that I'm not a great road racer; I run GPL
(intermittently) and with a very modest amount of success and I even (gasp)
try to watch and follow the road racing series in the world.
Maybe it's me but I don't see a significant difference between the T/A and
the US Pits latest version of their Touring Car mod.
The graphics are definately better but I can't see a great deal of
difference hustling a car through the esses at Watkins Glen betweeen the
busch mod, tptcc and the new T/A mod.
Am I wrong?
I think that all of the programmers involved have done a splendid job just
in getting the mods available to us. I'm not trying to favor one over the
other. They all deserve our gratitude (as well as some donations) but I just
can't see a real difference.
What's the consensus?
Timmy
If they use the same physics, than why make this mod or use this mod? Sorry if this question sounds dumb, but I'm new to NR2003 (picked it up for $9.99).
"B Wegner" <[email hidden]> wrote in message news:[email hidden]...
They use the same physics so you shouldn't see any difference in the way the car handles at all! Keep both Mods - TPTCC is great - they do GT40 etc.
Wag
"Timmy Ferrell" <[email hidden]> wrote in message news:TVg0c.954$[email hidden]...
I just dl'd the long-awaited T/A mod.
Let me qualify this by saying that I'm not a great road racer; I run GPL
(intermittently) and with a very modest amount of success and I even (gasp)
try to watch and follow the road racing series in the world.
Maybe it's me but I don't see a significant difference between the T/A and
the US Pits latest version of their Touring Car mod.
The graphics are definately better but I can't see a great deal of
difference hustling a car through the esses at Watkins Glen betweeen the
busch mod, tptcc and the new T/A mod.
Am I wrong?
I think that all of the programmers involved have done a splendid job just
in getting the mods available to us. I'm not trying to favor one over the
other. They all deserve our gratitude (as well as some donations) but I just
can't see a real difference.
What's the consensus?
Timmy
Both mods use totally different car models and damage. So although the same
underlying car physics may be the same, different mods can have a totally
different look and feel.
"Fatbob" <[email hidden]> wrote in message
news:7bm0c.87$[email hidden]...
If they use the same physics, than why make this mod or use this mod? Sorry
if this question sounds dumb, but I'm new to NR2003 (picked it up for
$9.99).
"B Wegner" <[email hidden]> wrote in message
news:[email hidden]...
They use the same physics so you shouldn't see any difference in the way
the car handles at all! Keep both Mods - TPTCC is great - they do GT40 etc.
Wag
"Timmy Ferrell" <[email hidden]> wrote in message
news:TVg0c.954$[email hidden]...
I just dl'd the long-awaited T/A mod.
Let me qualify this by saying that I'm not a great road racer; I run GPL
(intermittently) and with a very modest amount of success and I even
(gasp)
try to watch and follow the road racing series in the world.
Maybe it's me but I don't see a significant difference between the T/A
and
the US Pits latest version of their Touring Car mod.
The graphics are definately better but I can't see a great deal of
difference hustling a car through the esses at Watkins Glen betweeen the
busch mod, tptcc and the new T/A mod.
Am I wrong?
I think that all of the programmers involved have done a splendid job
just
in getting the mods available to us. I'm not trying to favor one over
the
other. They all deserve our gratitude (as well as some donations) but I
just
can't see a real difference.
What's the consensus?
Timmy
"Fatbob" wrote...
> If they use the same physics, than why make this mod or
> use this mod? Sorry if this question sounds dumb, but
> I'm new to NR2003 (picked it up for $9.99).
Good question.
Weight, power delivery and gearbox are different, but there's a lot of stock
car stuff which seems to be hardcoded into the game and does, IMO, detract
too much from the experience to make it worthwhile.
F1C mods do a much better job of "hiding" the underlying game from a driving
perspective.
Jan.
=---
Thanks for the replies guys.
"Jan Verschueren" <[email hidden]> wrote in message
news:QJm0c.17156$n%[email hidden]...
stock
> car stuff which seems to be hardcoded into the game and does, IMO, detract
> too much from the experience to make it worthwhile.
>
> F1C mods do a much better job of "hiding" the underlying game from adriving
> perspective.
>
> Jan.
> =---
>
>
Quoted text (8 lines)
> "Fatbob" wrote... > > If they use the same physics, than why make this mod or > > use this mod? Sorry if this question sounds dumb, but > > I'm new to NR2003 (picked it up for $9.99). > > Good question. > > Weight, power delivery and gearbox are different, but there's a lot ofOn Sun, 29 Feb 2004 14:32:16 GMT, "Jan Verschueren"
<[email hidden]> wrote:
Such as what? Not an accusation, but I keep seeing people saying
this, but they never give specifics. For this admitted layman (I'm
not as hardcore as some of you), the "feel" of the TA physics (in
whatever guise) is just fine and dandy for me.
I can think of one thing, and that is the tire temp "bug" imbalance
between LF and RF (a consequence of the NASCAR oval
physics)-that doesn't bother me much tho.
John DiFool
Quoted text (11 lines)
>"Fatbob" wrote... >> If they use the same physics, than why make this mod or >> use this mod? Sorry if this question sounds dumb, but >> I'm new to NR2003 (picked it up for $9.99). > >Good question. > >Weight, power delivery and gearbox are different, but there's a lot of stock >car stuff which seems to be hardcoded into the game and does, IMO, detract >too much from the experience to make it worthwhile. >The mod seems great with the exception on the corvette modelling which is
better in
The Pits mod. Any how is good to see these physics not go to waste on roundy
rounds IMO.
Little Joe <[email hidden]> wrote in message
news:[email hidden]...
> The mod seems great with the exception on the corvette modelling which is
> better in
> The Pits mod. Any how is good to see these physics not go to waste onroundy
> rounds IMO.
>
Yep, better to not "waste" the physics on this.....................what
exactly is being modeled in this mod again ?
Jan Verschueren <[email hidden]> wrote in message
news:QJm0c.17156$n%[email hidden]...
stock
> car stuff which seems to be hardcoded into the game and does, IMO, detract
> too much from the experience to make it worthwhile.
>
> F1C mods do a much better job of "hiding" the underlying game from adriving
> perspective.
>
> Jan.
> =---
>
Agreed. Unfortunately, it's a mish-mash of racing series that detracts to
much for me too.
Quoted text (8 lines)
> "Fatbob" wrote... > > If they use the same physics, than why make this mod or > > use this mod? Sorry if this question sounds dumb, but > > I'm new to NR2003 (picked it up for $9.99). > > Good question. > > Weight, power delivery and gearbox are different, but there's a lot of"John DiFool" wrote...
> > <snip>
> Such as what? Not an accusation, but I keep seeing
> people saying this, but they never give specifics.
Stock car imposed chassis heights and rake, stock car (high sidewall) tyres,
stock car differential (may not be a bad thing seeing as it's not adjustable
and therefore can't be set up wrong as done by most in GPL) and inability to
run stiff enough springs at the rear, for starters.
> For this admitted layman (I'm not as hardcore as some
> of you), the "feel" of the TA physics (in whatever
> guise) is just fine and dandy for me.
There's nothing wrong with the feel of the game. Running a NC/BGN/CTS in one
of it's native habitats (that includes the two original roadcourses in the
game) feels great, I love it.
TA/TPTCC doesn't look like Trans-Am from the outside (online car in local
replay looks about right, but clipping and wheel position ruin the picture
then) nor from the inside (too much chassis roll and windshield wiper
effect). Even with a somewhat decent setup, it feels way too bouncy, vague
and generally insufficiently "poised" to convince me I'm driving a Trans Am
car.
It's a sedan/GT type car, relatively heavy but with sufficient power/grip
and a high cockpit workload, but it doesn't remind me of any current form of
motorsport. Perhaps it can do a passable Porsche 917 impression if they
lighten it a bit further, but anything roadracing younger than that... no.
> I can think of one thing, and that is the tire temp "bug"
> imbalance between LF and RF (a consequence of the NASCAR
> oval physics)-that doesn't bother me much tho.
That's the one thing I haven't really seen... perhaps the people who've
grown up on the ovals are just pushing harder when they turn left?
Jan.
=---
TPTCC and the PWF TA mod use the same physics as each other, but it's not
the same as the cup car physics. There are 4 physics models available to
modders, the cup cars, trucks, grand national cars, and the "TA" cars. The
TA physics are not really correct for any current racing series but they are
close enough to typical touring cars to make it enjoyable. They feel much
more at home on a road course than any of the other three models and
therefore they are the best thing currently available for on line road
racing.
Regarding the difference between the TPTCC mod and the PWF mod, the big
thing for me is that the TPTCC mod does not yet have correct collision
detection or visible damage. Also the PWF car models and cockpit are more
highly detailed, which is good if you have a PC that can handle it but
perhaps not good if you have an older PC. Other than that it all comes down
to personal preferences.
> "Fatbob" <[email hidden]> wrote in messagenews:7bm0c.87$[email hidden]...
> If they use the same physics, than why make this mod or use this mod?Sorry if this question sounds dumb,
> but I'm new to NR2003 (picked it up for $9.99).
On Sun, 29 Feb 2004 14:32:16 GMT, "Jan Verschueren"
<[email hidden]> wrote:
>F1C mods do a much better job of "hiding" the underlying game from a driving
>perspective.
Unfortunately they do a worse job at everything else.
Jason
The front tire bug is pretty easy to fix in most cases. Doesn't even seem
to happen at all tracks, for example I didn't really see it at Silverstone,
but OTOH it was quite nasty at LeMans Sarthe and at Monza. But in most
cases a little bit of de-wedge, a little bit of rear weight bias, and
slightly less camber on the RF than on the LF will fix it and still gives
reasonable handling. For example I usually end up with about 49.4% front
weight, 49.4% wedge, and 0.10 deg less camber on the RF. Equal front weight
and wedge will keep the left side weights equal and just shift weight from
RF to RR, which seems to be what it needs. Then you de-camber the RF to
keep it from getting too loose, plus that also usually lowers the RF temp a
tad more. That won't necessarily get the temperatures exactly equal but it
equalizes the wear and still gives good handling. Once I have the wear
equalized I don't mess with it any further.
"John DiFool" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (7 lines)
> > I can think of one thing, and that is the tire temp "bug" imbalance > between LF and RF (a consequence of the NASCAR oval > physics)-that doesn't bother me much tho. > > John DiFool >On Sun, 29 Feb 2004 15:35:31 GMT, "Jan Verschueren"
<[email hidden]> wrote:
<snip a large pile of stuff>
PTA = Papyrus Trans Am = Fictional Cars
It's kinda pointless arguing the physics parameters of cars that don't
exist. PTA was a last minute thing for the 1.2.0.1 patch to give road
racers something to drive that doesn't feel like a dump truck on
monster truck tires (unless you use Achim's setups <vbg>). The
performance of the cars is closer to early 70's F1 than trans am.
I actually kinda like that PTA uses nascar setup parameters because it
makes it much easier to get your crossweight setup right. Instead of
playing around with assymetrical springs for 5 hours at Watkins Glen
you can just lower the wedge all the way.
>That's the one thing I haven't really seen... perhaps the people who've
>grown up on the ovals are just pushing harder when they turn left?
It happens when you're driving down Mulsanne. =)
Jason
"Jason Moyer" wrote...
> <snip> PTA was a last minute thing for the 1.2.0.1 patch
> to give road racers something to drive that doesn't feel
> like a dump truck on monster truck tires (unless you use
> Achim's setups <vbg>).
LOL!! ;-)
> <snip>
> It happens when you're driving down Mulsanne. =)
Really? -Hmmm... perhaps the majority of righthanders masks it from me.
Jan.
=---
LOL!! ;-)
Really? -Hmmm... perhaps the majority of righthanders masks it from me.
Jan.
=---
As Achim pointed out (in open forum, I hope), you *can* get the RF temp
down, but then the car becomes squirrelly. Monza is the best example: it is
virtually devoid of left turns, so if you jack everything around to make the
RF temp lower, the setup is out of whack. Apparently the RF is *supposed*
to run ca. 5 deg. hotter than the LF, so that's what you should aim for.
Wedge can be used to equalize temps/weights, but then the handling becomes
wildly asymmetrical, loose as a goose on RH turns, say, and plowing like a
Farmall on LH turns.
"Haqsau" <[email hidden]> wrote in message
news:[email hidden]...
> The front tire bug is pretty easy to fix in most cases. Doesn't even seem
> to happen at all tracks, for example I didn't really see it atSilverstone,
> but OTOH it was quite nasty at LeMans Sarthe and at Monza. But in most
> cases a little bit of de-wedge, a little bit of rear weight bias, and
> slightly less camber on the RF than on the LF will fix it and still gives
> reasonable handling. For example I usually end up with about 49.4% front
> weight, 49.4% wedge, and 0.10 deg less camber on the RF. Equal frontweight
> and wedge will keep the left side weights equal and just shift weight from
> RF to RR, which seems to be what it needs. Then you de-camber the RF to
> keep it from getting too loose, plus that also usually lowers the RF tempa
> tad more. That won't necessarily get the temperatures exactly equal butit
Quoted text (15 lines)
> equalizes the wear and still gives good handling. Once I have the wear > equalized I don't mess with it any further. > > > "John DiFool" <[email hidden]> wrote in message > news:[email hidden]... > > > > I can think of one thing, and that is the tire temp "bug" imbalance > > between LF and RF (a consequence of the NASCAR oval > > physics)-that doesn't bother me much tho. > > > > John DiFool > > > >Wow Jan we actually agree on SOMETHING! ;)
"Jan Verschueren" <[email hidden]> wrote in message
news:QJm0c.17156$n%[email hidden]...
>
> Weight, power delivery and gearbox are different, but there's a lot ofstock
> car stuff which seems to be hardcoded into the game and does, IMO, detract
> too much from the experience to make it worthwhile.
>
> F1C mods do a much better job of "hiding" the underlying game from adriving
> perspective.
>
> Jan.
> =---
>
>
"Mitch_A" wrote...
> Wow Jan we actually agree on SOMETHING! ;)
There is hope for you yet, Mitch. <vbg>
Jan.
=---
THE ONLY THING THE Nx SERIES HAS GOING FOR IT IS THE ONLINE CODE. The
rest is a sad re-hash of 4-5 yr old game engine (which was dumbed down
anyway, remember). The TA mod is a bad joke. Basically give a Stock car 6
gears and call it a Sports car.... Yea right :-)
Ive spent many hours with each, have you? Whenever someone tries to tell me
white is black and I know different Ill argue till Im blue. If you have sub
par hardware or a 56k connection then yea, by all means continue running
NR2003 as you cant compare them fairly. But IF you meet these conditions
and spend the TIME setting up F1C correctly youre in for a real sports
car/muscle car treat.
Mitch
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
> On Sun, 29 Feb 2004 14:32:16 GMT, "Jan Verschueren"
> <[email hidden]> wrote:
>
> Unfortunately they do a worse job at everything else.
>
> Jason
I have not had a problem with assymetrical handling. De-wedge takes weight
off the RF and LR, making it looser on left turns and tighter on right
turns. Decambering the RF fixes the left turns, moving the weight rearward
fixes the right turns. Taken together those three things bring the RF temp
down without assymetrical handling problems. IIRC the PWF Expert setup for
Kyalami uses this technique, so you can try that if you want to see how it
works.
Regarding the "5 deg. hotter" point, as I said in my previous post I don't
worry if the RF is a little bit high as long as the wear is equalized, so
perhaps I have arrived at that point by trial and error.
"Steve Smith" <[email hidden]> wrote in message
news:xwo0c.52033$[email hidden]...
> As Achim pointed out (in open forum, I hope), you *can* get the RF temp
> down, but then the car becomes squirrelly. Monza is the best example: itis
> virtually devoid of left turns, so if you jack everything around to makethe
seem
> > to happen at all tracks, for example I didn't really see it at
> Silverstone,
> > but OTOH it was quite nasty at LeMans Sarthe and at Monza. But in most
> > cases a little bit of de-wedge, a little bit of rear weight bias, and
> > slightly less camber on the RF than on the LF will fix it and stillgives
> > reasonable handling. For example I usually end up with about 49.4%front
> > weight, 49.4% wedge, and 0.10 deg less camber on the RF. Equal front
> weight
> > and wedge will keep the left side weights equal and just shift weightfrom
> > RF to RR, which seems to be what it needs. Then you de-camber the RF to
> > keep it from getting too loose, plus that also usually lowers the RFtemp
Quoted text (10 lines)
> RF temp lower, the setup is out of whack. Apparently the RF is *supposed* > to run ca. 5 deg. hotter than the LF, so that's what you should aim for. > > Wedge can be used to equalize temps/weights, but then the handling becomes > wildly asymmetrical, loose as a goose on RH turns, say, and plowing like a > Farmall on LH turns. > > "Haqsau" <[email hidden]> wrote in message > news:[email hidden]... > > The front tire bug is pretty easy to fix in most cases. Doesn't evenQuoted text (20 lines)
> a > > tad more. That won't necessarily get the temperatures exactly equal but > it > > equalizes the wear and still gives good handling. Once I have the wear > > equalized I don't mess with it any further. > > > > > > "John DiFool" <[email hidden]> wrote in message > > news:[email hidden]... > > > > > > I can think of one thing, and that is the tire temp "bug" imbalance > > > between LF and RF (a consequence of the NASCAR oval > > > physics)-that doesn't bother me much tho. > > > > > > John DiFool > > > > > > > > >I don't think you'll see any handling differences. Both are based on the
same physics engine provided by Papy in the Patch.
-Larry
"Timmy Ferrell" <[email hidden]> wrote in message
news:TVg0c.954$[email hidden]...
> I just dl'd the long-awaited T/A mod.
> Let me qualify this by saying that I'm not a great road racer; I run GPL
> (intermittently) and with a very modest amount of success and I even(gasp)
just
> can't see a real difference.
> What's the consensus?
> Timmy
>
>
Quoted text (10 lines)
> try to watch and follow the road racing series in the world. > Maybe it's me but I don't see a significant difference between the T/A and > the US Pits latest version of their Touring Car mod. > The graphics are definately better but I can't see a great deal of > difference hustling a car through the esses at Watkins Glen betweeen the > busch mod, tptcc and the new T/A mod. > Am I wrong? > I think that all of the programmers involved have done a splendid job just > in getting the mods available to us. I'm not trying to favor one over the > other. They all deserve our gratitude (as well as some donations) but IPersonally, I think the PWF Mod is a little more polished in the Graphics design, frame rates, and while it will take me a while to get used to them, the sounds.
-Larry
"Fatbob" <[email hidden]> wrote in message news:7bm0c.87$[email hidden]...
If they use the same physics, than why make this mod or use this mod? Sorry if this question sounds dumb, but I'm new to NR2003 (picked it up for $9.99).
"B Wegner" <[email hidden]> wrote in message news:[email hidden]...
They use the same physics so you shouldn't see any difference in the way the car handles at all! Keep both Mods - TPTCC is great - they do GT40 etc.
Wag
"Timmy Ferrell" <[email hidden]> wrote in message news:TVg0c.954$[email hidden]...
I just dl'd the long-awaited T/A mod.
Let me qualify this by saying that I'm not a great road racer; I run GPL
(intermittently) and with a very modest amount of success and I even (gasp)
try to watch and follow the road racing series in the world.
Maybe it's me but I don't see a significant difference between the T/A and
the US Pits latest version of their Touring Car mod.
The graphics are definately better but I can't see a great deal of
difference hustling a car through the esses at Watkins Glen betweeen the
busch mod, tptcc and the new T/A mod.
Am I wrong?
I think that all of the programmers involved have done a splendid job just
in getting the mods available to us. I'm not trying to favor one over the
other. They all deserve our gratitude (as well as some donations) but I just
can't see a real difference.
What's the consensus?
Timmy
And thats the real problem :))
"Larry" <[email hidden]> wrote in message
news:4Kp0c.17306$TT5.11329@lakeread06...
> I don't think you'll see any handling differences. Both are based on the
> same physics engine provided by Papy in the Patch.
>
> -Larry
>
Jan Verschueren Wrote:
That's a common mistake people in general and especially those outside
of the U.S. seem to make. They see "trans am" and see some corvettes
and mustangs and think that the cars should be roughly equal to their
local "sedan/touring car/GT" series. Unfortunately the real Trans Am
cars are anything but. The american Trans Am series is not really
equivalent to any touring car or sedan series around the world
(Australian V8 supercars probably being the closest). They have loads
more power and loads more grip. Of course the cars in the game have
even more than that but that's another topic. At any rate, if these
cars were modeled absolutely spot on for the American Trans Am series,
they would still be too girppy, too powerful, and too fast for people
expecting something similar to their local touring car racing...
John
--
JnPrather
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Quoted text (14 lines)
> Even with a somewhat decent setup, it feels way too bouncy, vague > and generally insufficiently "poised" to convince me I'm driving a > Trans Am > car. > > It's a sedan/GT type car, relatively heavy but with sufficient > power/grip > and a high cockpit workload, but it doesn't remind me of any current > form of > motorsport. Perhaps it can do a passable Porsche 917 impression if > they > lighten it a bit further, but anything roadracing younger than > that... no. >
Mitch_A Wrote:
> But IF you meet these conditions
> and spend the TIME setting up F1C correctly youre in for a real
> sports
> car/muscle car treat.Yes, a great treat with all of 10 other players. F1C's net code is so
sad as to be utterly and completely pathetic. What's the friggin' point
of doing a sports car race online when you can't run with more than 15
cars? N2K3 is the only sim that allows accurate online modeling of one
of the biggest challenges in sports-car racing: Dealing with heavy
traffic.
Until F1C gets decent netcode that allows 40+ car grids, it'll remain a
poor stepchild in the eyes of simracers, because simracing is about
competing with human opponents, and F1C's online racing capabilities
are weak to nonexistent.
--
FCYTravis
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To expand upon what Prather mentioned...
The American Trans-Am Series is *not* a touring-car series. The cars
are not in any way based on stock sports car running gear.
Rather, Trans-Am cars and their SCCA GT1 cousins are "funny cars" -
purpose-built racing tube frame chassis with a live rear axle,
fiberglass body that kinda-sorta-maybe looks like a stock car and
(usually) carbureted racing V8. They're attached to the asphalt by
racing suspensions shod in huge, meaty BFGoodrich slick tyres.
IOW, they have huge amounts of grip and ungodly amounts of power.
--
FCYTravis
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What did I say again? Oh yea OTHER than online code :-)
F1C online is hardly non-existent. Matter of fact I was in a ETCC race at
Donny the other night on F1RST with 22 racers and it was AS stable as
anything Ive done with Papy. Is that the exception and not the rule? YES!
Do 56k'ers work good on F1RST? Like I said, no way. BUT IF YOU MEET THE
CONDITIONS I MENTIONED ITS A GREAT SIMULATION OF SPORTS CAR RACING. I
havent raced offline for many years with Papy sims yet I find myself having
terrific battles against the AI in F1C/mods. Im a hardcore mode kinda guy
so none of what I say applies to roof-riding aids users :-)
Mitch
"FCYTravis" <[email hidden]> wrote in message
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Quoted text (22 lines)
> > Yes, a great treat with all of 10 other players. F1C's net code is so > sad as to be utterly and completely pathetic. What's the friggin' point > of doing a sports car race online when you can't run with more than 15 > cars? N2K3 is the only sim that allows accurate online modeling of one > of the biggest challenges in sports-car racing: Dealing with heavy > traffic. > > Until F1C gets decent netcode that allows 40+ car grids, it'll remain a > poor stepchild in the eyes of simracers, because simracing is about > competing with human opponents, and F1C's online racing capabilities > are weak to nonexistent. > > > -- > FCYTravis > ------------------------------------------------------------------------ > FCYTravis's Profile: http://www.setup-guru.com/member.php?u=2503 > View this thread: http://www.setup-guru.com/showthread.php?t=2203 > > >
Mitch_A wrote:
>
> And thats the real problem :))
Why ?
It's not like it's a bad "generic road course physics set", it's quite
enjoyable even if it's not dead accurate, furthermore it's not like
we're stuck with the same physics set for all the mods that will come
out, the .exe was hacked a long time ago, it's the lack of an anti cheat
tool and a matching server app that has made it more sensible to stick
with one of the 4 basic physics set for the time being, work is in
progress in that area as well btw
Beers and cheers
(uncle) Goy
"goyl at nettx dot no"
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
Gee, wow, 22 drivers. I'm so impressed. Not.
Come back and talk to me when F1C can support 40+ car races with almost
no lag on my cable modem like N2K3 does.
I'm not disputing F1C's simulation qualities. But face it, F1C's online
play is nothing short of a disaster. It's not worth running an unstable
20-car race with more dropouts than my local high school with F1C when
I can run a clean, solid 40-car race with N2K3.
--
FCYTravis
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On 29 Feb 2004 18:54:01 GMT, FCYTravis
<[email hidden]> wrote:
>Yes, a great treat with all of 10 other players. F1C's net code is so
>sad as to be utterly and completely pathetic.
It's not that bad, just don't forget to move the SERVER CAR.
Jason
Hehe, I NEVER said it was PERFECT :))
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (10 lines)
> On 29 Feb 2004 18:54:01 GMT, FCYTravis > <[email hidden]> wrote: > > >Yes, a great treat with all of 10 other players. F1C's net code is so > >sad as to be utterly and completely pathetic. > > It's not that bad, just don't forget to move the SERVER CAR. > > Jason >On Sun, 29 Feb 2004 20:07:39 GMT, "Mitch_A" <[email hidden]> wrote:
>Hehe, I NEVER said it was PERFECT :))
=)
I don't see the point really of bickering between the sims. They each
do some things better. N2004 was supposed to have brake wear which
F1C does fairly well, N2003 has better tracks and multi, F1C has
incredible dynamic weather, etc. If you look at what the top
simracers (and real drivers) are driving, it's pretty much
GPL/N2003/F1C with GTR and RBR hopefully being added to that this
year.
If you want to talk NT2004 on the other hand I'm game. =p
Jason
"FCYTravis" wrote:
> Gee, wow, 22 drivers. I'm so impressed. Not.
>
> Come back and talk to me when F1C can support 40+ car races with almost
> no lag on my cable modem like N2K3 does.
The current open wheel sim with decent on-line support allows for 20
drivers. Which seems a suitable number for this genre. The EA series
couldn't get close to this only recently. So 22 seems pretty good.
> I'm not disputing F1C's simulation qualities. But face it, F1C's online
> play is nothing short of a disaster. It's not worth running an unstable
> 20-car race with more dropouts than my local high school with F1C when
> I can run a clean, solid 40-car race with N2K3.
I've yet to get F1C working to my tastes, perhaps I haven't taken the time I
don't know. However, unless they are all lying there are guys I would
respect on RAS who are regularly racing F1C and mods on-line. If it was that
crap I am sure they would not persevere.
Running such large fields is more of a Nascar requirement. Heck, they're
running bigger fields in F1C than real life F1...how unrealistic!
Cheers
Tony
Im obviously an old fuddy duddy :)
I just find it hard to accept that this could be the "best" were going to
get. Papy has shortcomings that I just cna't accept any longer and EA sims
(although they have failings also) are a step in the right direction,
especially the Physics. The Papy tracks are nearly perfectly flat. The
bumps that are there feel as though they were just stuck onto this perfectly
flat track, the grahics and physics seem dated and most importanly it can be
exploited way to easily.
But the Online code is still the best.
I used to play RBI baseball for the orig 8bit nintendo. Ellis Burks could
hit nearly any strike over the fence every at bat. I relate this to Papy's
Nx series now. The guys that understand the games failings and can take
advantage of them have an absolute advantage and it shows. Even in fixed
racing. Were to that point now with Papys GAMES and IMO it's WAY past time
to move to something new that is able to overcome these major shortcomings.
Some of the shortcomings have been around since N1.
Guys seem to take it as though I hate Papy, nothing could be further from
the truth. Part of my attitude/resentment comes from knowing Papy didnt pay
the piper and give us something better with all the hard earned money I gave
them in support. IMO they should have released 2 versions of Nascar with 5
major patches instead of the 7 they did release as NEW..
Go to the RASCAR website and look at the picture on the main page upper
left. Can you tell me what version of Papy's Nascar that should have been?
I'll bet you'll be shocked when I tell ya. Actually you probably know
already :-)
Mitch
"Goy Larsen" <[email hidden]> wrote in message
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Quoted text (25 lines)
> > > Mitch_A wrote: > > > > And thats the real problem :)) > > Why ? > > It's not like it's a bad "generic road course physics set", it's quite > enjoyable even if it's not dead accurate, furthermore it's not like > we're stuck with the same physics set for all the mods that will come > out, the .exe was hacked a long time ago, it's the lack of an anti cheat > tool and a matching server app that has made it more sensible to stick > with one of the 4 basic physics set for the time being, work is in > progress in that area as well btw > > > Beers and cheers > (uncle) Goy > "goyl at nettx dot no" > > http://www.theuspits.com > > "A man is only as old as the woman he feels........" > --Groucho Marx--I wont comment on Thuinder much anymore. It still looks good but afetr
spending some time I realized it has major issues. You cant actually spin
the other guy (among other things). This IMO makes it a no sale. Hopefully
05 will be better.
GTR2003 gets my blood pumpin, I cant wait. If it's half as good as GTR02
mod I doubt Ill be running much else.
Mitch
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (18 lines)
> On Sun, 29 Feb 2004 20:07:39 GMT, "Mitch_A" <[email hidden]> wrote: > > >Hehe, I NEVER said it was PERFECT :)) > > =) > > I don't see the point really of bickering between the sims. They each > do some things better. N2004 was supposed to have brake wear which > F1C does fairly well, N2003 has better tracks and multi, F1C has > incredible dynamic weather, etc. If you look at what the top > simracers (and real drivers) are driving, it's pretty much > GPL/N2003/F1C with GTR and RBR hopefully being added to that this > year. > > If you want to talk NT2004 on the other hand I'm game. =p > > Jason >Oh yea, took me awhile to figure out what RBR was. Well if all the other
Rally games are any indication (including CM04) then its going to be nothing
but an arcade game. I hope Im wrong but my hopes have been dashed so many
times on rally sims Ive given up ever getting one. Maybe rallying is just
to difficult to simulate realistically on the current crop of 2d non
feedback PCs?
Mitch
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (8 lines)
> On Sun, 29 Feb 2004 20:07:39 GMT, "Mitch_A" <[email hidden]> wrote: > > GPL/N2003/F1C with GTR and RBR hopefully being added to that this > year. > > > Jason >
FCYTravis <[email hidden]> wrote in message
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I'd love to see a replay of a "clean, solid" 40 car race as you mention.
Never seen a clean race online with that many cars, in or out of a league
setting.
Care to share a replay ?
>
Quoted text (20 lines)
> > Gee, wow, 22 drivers. I'm so impressed. Not. > > Come back and talk to me when F1C can support 40+ car races with almost > no lag on my cable modem like N2K3 does. > > I'm not disputing F1C's simulation qualities. But face it, F1C's online > play is nothing short of a disaster. It's not worth running an unstable > 20-car race with more dropouts than my local high school with F1C when > I can run a clean, solid 40-car race with N2K3. > > > -- > FCYTravis > ------------------------------------------------------------------------ > FCYTravis's Profile: http://www.setup-guru.com/member.php?u=2503 > View this thread: http://www.setup-guru.com/showthread.php?t=2203 > > >In article <yXr0c.18529$[email hidden]>, "Mitch_A"
<[email hidden]> writes:
>Go to the RASCAR website and look at the picture on the main page upper
>left. Can you tell me what version of Papy's Nascar that should have been?
>I'll bet you'll be shocked when I tell ya. Actually you probably know
>already :-)
Looks like the 'hi-res' version of Dover in Nascar 1...<g>
Eldred
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In article <[email hidden]>, [email hidden] (Jason
Moyer) writes:
Now *that* is a stupid fucking 'feature'...argh! One of these days I'm gonna
walk in the front door of ISI and ask them WHY can't you get rid of an idle car
automatically...?
Eldred
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Ch.Rank +52.58 MoC +741.71
Hist. +82.34 MoH:na
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Quoted text (7 lines)
>On 29 Feb 2004 18:54:01 GMT, FCYTravis ><[email hidden]> wrote: > >>Yes, a great treat with all of 10 other players. F1C's net code is so >>sad as to be utterly and completely pathetic. > >It's not that bad, just don't forget to move the SERVER CAR.Not even close :-)
I know its not a great pic <g> but N1 sure never looked anywhere near that
good and I had the fastest CPU available at the time (P-90) and a V1000.
"EldredP" <[email hidden]> wrote in message
news:[email hidden]...
> In article <yXr0c.18529$[email hidden]>, "Mitch_A"
> <[email hidden]> writes:
>
> >Go to the RASCAR website and look at the picture on the main page upper
> >left. Can you tell me what version of Papy's Nascar that should havebeen?
Quoted text (18 lines)
> >I'll bet you'll be shocked when I tell ya. Actually you probably know > >already :-) > > Looks like the 'hi-res' version of Dover in Nascar 1...<g> > > 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 >On Sun, 29 Feb 2004 21:01:38 GMT, "Mitch_A" <[email hidden]> wrote:
>Oh yea, took me awhile to figure out what RBR was. Well if all the other
>Rally games are any indication (including CM04) then its going to be nothing
>but an arcade game. I hope Im wrong but my hopes have been dashed so many
>times on rally sims Ive given up ever getting one. Maybe rallying is just
>to difficult to simulate realistically on the current crop of 2d non
>feedback PCs?
Have you seen the feauture list yet Mitch?
http://www.richardburnsrally.com
You should check that out. Even if the physics are crap (i.e. Rally
Trophy) it's going to have more sim features than any rally sim ever,
even Mobil 1.
The stages are going to be full length with dynamic time of day and
weather conditions, narrow roads based on the real rallies, potholes,
etc. The cars have fully functional cockpits, engines that are
modelled based on the mechanical workings rather than torque curves,
fully independent suspension with active differentials, etc. There's
no 'reset car' function when you crash, you have to hope spectators
are nearby to roll the car over or you're out and get the helicopter
rescue treatment. It looks pretty mind blowing, even if the physics
are merely passable.
Jason
On 29 Feb 2004 21:35:19 GMT, [email hidden] (EldredP) wrote:
>Now *that* is a stupid fucking 'feature'...argh! One of these days I'm gonna
>walk in the front door of ISI and ask them WHY can't you get rid of an idle car
>automatically...?
Yeah, they weren't allowed to have a dedicated server, which I
understand, but it's a shame they didn't include a hack so people
could start up the game, host, and not actually join the race. =/
Jason
On Sun, 29 Feb 2004 20:28:14 GMT, "Mitch_A" <[email hidden]> wrote:
I dunno, I've driven on professional racing circuits. They aren't
littered with high amplitude oscillations, just a lot of high
frequency bumps. When I see posts about the tracks being too flat, I
wonder if you're comparing them to streets in Pittsburgh or something,
because that's about the only thing I can think of that could be
bumpier.
Surely you don't think the rollercoasters at Monza and Silverstone
represent reality in any way?
Jason
Quoted text (7 lines)
>I just find it hard to accept that this could be the "best" were going to >get. Papy has shortcomings that I just cna't accept any longer and EA sims >(although they have failings also) are a step in the right direction, >especially the Physics. The Papy tracks are nearly perfectly flat. The >bumps that are there feel as though they were just stuck onto this perfectly >flat track, the grahics and physics seem dated and most importanly it can be >exploited way to easily."FCYTravis" wrote...
Yes, we know (actually, I didn't know about the live rear axle part, but Hal
told me), but that doesn't mean the cars in the game portray the same kind
of stable aero platform and poise the occasional footage that makes its way
across the Atlantic of their RL counterparts indicates.
Jan.
=---
Quoted text (15 lines)
> To expand upon what Prather mentioned... > > The American Trans-Am Series is *not* a touring-car > series. The cars are not in any way based on stock > sports car running gear. > > Rather, Trans-Am cars and their SCCA GT1 cousins are > "funny cars" - purpose-built racing tube frame chassis > with a live rear axle, fiberglass body that kinda-sorta- > maybe looks like a stock car and (usually) carbureted > racing V8. They're attached to the asphalt by racing > suspensions shod in huge, meaty BFGoodrich slick tyres. > > IOW, they have huge amounts of grip and ungodly amounts > of power."JnPrather" wrote...
In case you hadn't noticed, I'm describing the cars in the game, not
Trans-Am's. Also, I said sufficient grip and power, not too much.
Jan.
=---
Quoted text (10 lines)
> That's a common mistake people in general and especially > those outside of the U.S. seem to make. They see "trans > am" and see some corvettes and mustangs and think that > the cars should be roughly equal to their local "sedan/ > touring car/GT" series. <snip> > At any rate, if these cars were modeled absolutely spot > on for the American Trans Am series, they would still be > too girppy, too powerful, and too fast for people > expecting something similar to their local touring car > racing...[email hidden] (Jason Moyer) wrote in message news:<[email hidden]>...
Don't forget that this is fundamental to the design of the N4+/GPL
engine - it's actually on of the things that Papy did "right" (from
one way of looking at it).
I don't see that there's any resolution to the argument - both sims
have fundamental strengths and flaws. Papy did a good thing in
decoupling the graphics engine from the underlying physics engine -
the tracks are modeled at a higher resolution than diplayed on the
monitor (rather than 'riding the polygons' like you do in F1C), and
driving feel is less affected by frame rate (you can drive GPL/N2k3 @
36fps with alot more feel than you can in F1C). I'd imagine this is
also a big factor in why Papy's multiplayer is so much better.
OTOH - F1c has it *all over* Papy on the modability side. Thank
goodness ISI at least saw what mods have added to all sorts of gaming
genres. I bought F12k1/2 only because of GTR, discovered there was a
good game there, and picked up F1C without any particular mod driving
the sale (but knowing good mods would be on the way).
If Papyrus had made the N2k3 engine as open and modifiable as ISI's,
they could have potentially owned the sim market (and we'd have GPL2
by now!).
Just means the the Holy Grail of sim racing is still out there - I
certainly don't feel cheated by any of what we already have.
Just think what's coming - GPL65 - various F1C mods, N2k3 mods from
the cracked .exe, Simbin's GT sim, RBR. Why the hell are we all
whining ;)?
Kendt
Quoted text (21 lines)
> On Sun, 29 Feb 2004 20:28:14 GMT, "Mitch_A" <[email hidden]> wrote: > > >I just find it hard to accept that this could be the "best" were going to > >get. Papy has shortcomings that I just cna't accept any longer and EA sims > >(although they have failings also) are a step in the right direction, > >especially the Physics. The Papy tracks are nearly perfectly flat. The > >bumps that are there feel as though they were just stuck onto this perfectly > >flat track, the grahics and physics seem dated and most importanly it can be > >exploited way to easily. > > I dunno, I've driven on professional racing circuits. They aren't > littered with high amplitude oscillations, just a lot of high > frequency bumps. When I see posts about the tracks being too flat, I > wonder if you're comparing them to streets in Pittsburgh or something, > because that's about the only thing I can think of that could be > bumpier. > > Surely you don't think the rollercoasters at Monza and Silverstone > represent reality in any way? > > JasonFWIW.
I've been a Papy fan since the beginning. (Indy 500 the Sim on Amiga)
Papyrus is the reason I own a computer and have a career in the IT field.
The only thing great multiplayer code gives is competition. Net code doesnt
make the sim any more realistic to drive except for the fact that those are
other people driving next/into you.
With that said I'd much rather drive test sessions alone in a car if it was
more realistic behind the wheel..
I drive the AussieV8 mod with a few Aussie nutbags on F1RST practically
every night. I dont think I've loaded up N2k3 in months, I downloaded the
transam mod but havent bothered to try it yet.
Is the Aussie V8 mod available for the public? URL? Does that mod show up
as F1C V8 in F1RST?
Thx
"Charlie B" <[email hidden]> wrote in message
news:cpA0c.15915$[email hidden]...
doesnt
> make the sim any more realistic to drive except for the fact that thoseare
> other people driving next/into you.
>
> With that said I'd much rather drive test sessions alone in a car if itwas
Quoted text (7 lines)
> FWIW. > > I've been a Papy fan since the beginning. (Indy 500 the Sim on Amiga) > > Papyrus is the reason I own a computer and have a career in the IT field. > > The only thing great multiplayer code gives is competition. Net codeQuoted text (13 lines)
> more realistic behind the wheel.. > > I drive the AussieV8 mod with a few Aussie nutbags on F1RST practically > every night. I dont think I've loaded up N2k3 in months, I downloaded the > transam mod but havent bothered to try it yet. > > > > > > > >http://www.v8gaming.com/
yes it shows up as F1C-V8 Beta in F1RST.
"Mitch_A" <[email hidden]> wrote in message
news:vFA0c.32067$[email hidden]...
> Is the Aussie V8 mod available for the public? URL? Does that mod showup
field.
the
Quoted text (12 lines)
> as F1C V8 in F1RST? > > Thx > > > "Charlie B" <[email hidden]> wrote in message > news:cpA0c.15915$[email hidden]... > > FWIW. > > > > I've been a Papy fan since the beginning. (Indy 500 the Sim on Amiga) > > > > Papyrus is the reason I own a computer and have a career in the ITQuoted text (13 lines)
> > > > The only thing great multiplayer code gives is competition. Net code > doesnt > > make the sim any more realistic to drive except for the fact that those > are > > other people driving next/into you. > > > > With that said I'd much rather drive test sessions alone in a car if it > was > > more realistic behind the wheel.. > > > > I drive the AussieV8 mod with a few Aussie nutbags on F1RST practically > > every night. I dont think I've loaded up N2k3 in months, I downloadedQuoted text (11 lines)
> > transam mod but havent bothered to try it yet. > > > > > > > > > > > > > > > > > >[email hidden] (Jason Moyer) wrote in message news:<[email hidden]>...
*cough* EA FANBOY *cough*
Quoted text (9 lines)
> On Sun, 29 Feb 2004 20:28:14 GMT, "Mitch_A" <[email hidden]> wrote: > > >I just find it hard to accept that this could be the "best" were going to > >get. Papy has shortcomings that I just cna't accept any longer and EA sims > >(although they have failings also) are a step in the right direction, > >especially the Physics. The Papy tracks are nearly perfectly flat. The > >bumps that are there feel as though they were just stuck onto this perfectly > >flat track, the grahics and physics seem dated and most importanly it can be > >exploited way to easily.Mitch i cant beleive your comparing F1RC to Nascar 2003.
F1C is a fucking toy compared to NC 2003 in every single way.In fact its a
joke and inferior in everyway the biggest being the physics side.
The papy cars feel "alive" and the handling is totally dynamic and natural
as opposed to the F1C cars which give you the feeling of driving
blindfolded.
You have no clue as to whats going to happen and why it happened it just
happens.
Its very simplistic and lacks the depth of the papy sim.
How can you call the Papy engine dated when it was totally revised in 2003
with actual data and help from winston cup engineers?
The fact that its a generic type physics model has nothing negative to do
with their fundamental realism it only means they are not simulating a
specific real life racing car..
IF there was a car designed with the papy specifications you could bet your
bottom dollar that if would handle very closely to it.
Its not even close mate:)
"cronik" <[email hidden]> wrote in message
news:[email hidden]...
> [email hidden] (Jason Moyer) wrote in messagenews:<[email hidden]>...
> > On Sun, 29 Feb 2004 20:28:14 GMT, "Mitch_A" <[email hidden]> wrote:
> >
> > >I just find it hard to accept that this could be the "best" were goingto
> > >get. Papy has shortcomings that I just cna't accept any longer and EAsims
> > >(although they have failings also) are a step in the right direction,
> > >especially the Physics. The Papy tracks are nearly perfectly flat.The
> > >bumps that are there feel as though they were just stuck onto thisperfectly
> > >flat track, the grahics and physics seem dated and most importanly itcan be
> > >exploited way to easily.
>
>
> *cough* EA FANBOY *cough*
On Mon, 1 Mar 2004 19:34:44 +1100, "Dan" <[email hidden]>
wrote:
>Mitch i cant beleive your comparing F1RC to Nascar 2003.
Are you talking about F1C or F1RC??
Jason
F1C sorry.
Its all the same old crap anyway:)
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (8 lines)
> On Mon, 1 Mar 2004 19:34:44 +1100, "Dan" <[email hidden]> > wrote: > > >Mitch i cant beleive your comparing F1RC to Nascar 2003. > > Are you talking about F1C or F1RC?? > > JasonDan wrote:
> F1C sorry.
Dan, I think you're doing F1C wrong. ISI's physics model is highly
complex and extremely configurable, to the extent where we could
probably get closer to GT or Prototype simulation with it than with the
current N2k3 physics. The only serious shortcoming in this respect is
the rudimentary tire model.
If ISI one day takes the time to give their sims a new tire model, they
may immediately have state of the art physics at hand. Of course, that
still leave the multiplayer to be sorted out, but anyway, the physics
are much better than they appear, it's mainly the tire model which lacks
detail.
The configurability is btw in general a strong point in ISI sims. I once
was in a project where I with just a few minor mods was able to add this
slight shaking effect brake discs which have become too hot can cause,
where the wheel shakes slightly with a slow oscillation at slow speeds,
and then the shaking becomes an almost unnoticeable high speed vibration
at higher speeds, and that felt _so_ real.
I'm really a fan of Papyrus and have always been, but credit should be
given where credit is due.
Achim
All I know is that the best thing a person can do if they want to be good
with the Papy TA cars is to spend time driving the F1 cars in F1C. F1C's
physics are excellent, and give me more feedback than the Papy cars.
David G Fisher
"Dan" <[email hidden]> wrote in message
news:[email hidden]...
your
> bottom dollar that if would handle very closely to it.
>
> Its not even close mate:)
Quoted text (16 lines)
> Mitch i cant beleive your comparing F1RC to Nascar 2003. > F1C is a fucking toy compared to NC 2003 in every single way.In fact its a > joke and inferior in everyway the biggest being the physics side. > The papy cars feel "alive" and the handling is totally dynamic and natural > as opposed to the F1C cars which give you the feeling of driving > blindfolded. > You have no clue as to whats going to happen and why it happened it just > happens. > Its very simplistic and lacks the depth of the papy sim. > > How can you call the Papy engine dated when it was totally revised in 2003 > with actual data and help from winston cup engineers? > The fact that its a generic type physics model has nothing negative to do > with their fundamental realism it only means they are not simulating a > specific real life racing car.. > IF there was a car designed with the papy specifications you could bet"Dan" <[email hidden]> wrote in news:40430541$1
@duster.adelaide.on.net:
Fire up the ETCC mod, set your configurations to get good high framerates
and run some laps with the super touring cars. They move, they wiggle, and
you can have FWD & AWD drive cars in the same field as Rear Drivers. That
is not possible with the Papyrus engine but it is also not a problem with
the single type cars in the Trans AM or Nascar fields, but sportscar racing
really benefits from the variety available in the ISI engine.
dave(who owns and races both)henrie
Quoted text (14 lines)
> F1C sorry. > Its all the same old crap anyway:) > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... >> On Mon, 1 Mar 2004 19:34:44 +1100, "Dan" <[email hidden]> >> wrote: >> >> >Mitch i cant beleive your comparing F1RC to Nascar 2003. >> >> Are you talking about F1C or F1RC?? >> >> Jason > >Joachim Trensz <[email hidden]> wrote in message news:<c1v55u$1l0i73$[email hidden]>...
Totally agree - ISI is *so close*, but without the multiplayer,
tiremodel, and track modelling it doesn't quite make it. I've got to
admit I've had more *fun* with F12k2/F1C and mods than N2k3
(multiplayer is hopeless for me - modem only). You can only watch AI
cars launch into the air over the curbs so many times at Suzuka before
the immersion is ruined, though ;).
BTW - can you reveal what mod had this braking feature?
Kendt
Quoted text (26 lines)
> Dan wrote: > > F1C sorry. > > Dan, I think you're doing F1C wrong. ISI's physics model is highly > complex and extremely configurable, to the extent where we could > probably get closer to GT or Prototype simulation with it than with the > current N2k3 physics. The only serious shortcoming in this respect is > the rudimentary tire model. > > If ISI one day takes the time to give their sims a new tire model, they > may immediately have state of the art physics at hand. Of course, that > still leave the multiplayer to be sorted out, but anyway, the physics > are much better than they appear, it's mainly the tire model which lacks > detail. > > The configurability is btw in general a strong point in ISI sims. I once > was in a project where I with just a few minor mods was able to add this > slight shaking effect brake discs which have become too hot can cause, > where the wheel shakes slightly with a slow oscillation at slow speeds, > and then the shaking becomes an almost unnoticeable high speed vibration > at higher speeds, and that felt _so_ real. > > I'm really a fan of Papyrus and have always been, but credit should be > given where credit is due. > > AchimOn Mon, 01 Mar 2004 08:02:59 -0600, Dave Henrie
<[email hidden]> wrote:
> Fire up the ETCC mod, set your configurations to get good high framerates
>and run some laps with the super touring cars. They move, they wiggle, and
>you can have FWD & AWD drive cars in the same field as Rear Drivers. That
>is not possible with the Papyrus engine but it is also not a problem with
>the single type cars in the Trans AM or Nascar fields, but sportscar racing
>really benefits from the variety available in the ISI engine.
This is one of the reasons why I'm looking forward to GTR. That, and
I know that they're taking the time to gather good first-hand data on
the cars and tracks. I hate most ISI mods because it's obvious just
looking through the hdv's that things were tweaked until they suited
the person doing the tweaking, without necessarily having any
correlation with reality. ETCC/DTM are awesome but I think they still
suffer somewhat from the focus on eye candy over everything that's
prevalent in that particular 'scene'.
While I'm on the subject of mods, has anyone released a newer version
of Bathurst for F1C without all of the poly jumps? I'd like to give
it a good thrashing in ETCC but the only version I can find is the
original conversion, which has the same issues that the original
Nordschleife conversion had before Simbin smoothed the surface planes
out.
Jason
On Mon, 1 Mar 2004 07:47:48 -0500, "David G Fisher"
<[email hidden]> wrote:
>All I know is that the best thing a person can do if they want to be good
>with the Papy TA cars is to spend time driving the F1 cars in F1C. F1C's
>physics are excellent, and give me more feedback than the Papy cars.
I dunno if I'd agree with 'more feedback' (keep in mind i don't use
FF) but I think too many people sell the F1 cars short. Arnao and
friends did a fucking brilliant job creating a convincing F1 model,
and it doesn't feel any different to me than a papy F1 sim would,
tracks aside. The only thing I don't like about the physics for the
F1 cars is the lack of tunable traction control in the garage and
cockpit (which was rumored to be part of a patch that was scrapped).
Jason
LOL
Hardly though :-)
I want the "best" possible SIM regardless of who makes it. "Sim fanboy"
Papy's NR2003 just has that "been there done that feel" to me. What more
can I say? I'd much rather be talking about brake wear and such with NR2004
but we got F*^&ed. I for one won't be running NR2003 this time next year so
Im always on the lookout for something better. Im not bashing Papy (except
not paying for the rights) but there stuff is just old and full of holes. I
dont wear blinders.
Mitch
"cronik" <[email hidden]> wrote in message
news:[email hidden]...
> [email hidden] (Jason Moyer) wrote in message >
>
> *cough* EA FANBOY *cough*
Kendt Eklund wrote:
> BTW - can you reveal what mod had this braking feature?
It never got published... <g>
Achim
You can spew all the propaganda you like Dan.
Oh yea, totally revised. Are you that gullible?
Back to reality now.
The NR2003 engine is nothing more than a tweaked N4 game engine. The N3
engine (origianl alpha) was origianlly going to use the GPL physics but at
some point the suits decided GPL was too difficult so they released N3
(based on N1 engine) and then dumbed down the GPL physics into N4 which
eventually became NR2003.
Yea it's a new game engine alright....
Ignorance is bliss eh?
Mitch
"Dan" <[email hidden]> wrote in message
news:[email hidden]...
your
> bottom dollar that if would handle very closely to it.
>
> Its not even close mate:)
>
>
>
Quoted text (16 lines)
> Mitch i cant beleive your comparing F1RC to Nascar 2003. > F1C is a fucking toy compared to NC 2003 in every single way.In fact its a > joke and inferior in everyway the biggest being the physics side. > The papy cars feel "alive" and the handling is totally dynamic and natural > as opposed to the F1C cars which give you the feeling of driving > blindfolded. > You have no clue as to whats going to happen and why it happened it just > happens. > Its very simplistic and lacks the depth of the papy sim. > > How can you call the Papy engine dated when it was totally revised in 2003 > with actual data and help from winston cup engineers? > The fact that its a generic type physics model has nothing negative to do > with their fundamental realism it only means they are not simulating a > specific real life racing car.. > IF there was a car designed with the papy specifications you could betSteve Smith wrote:
> As Achim pointed out (in open forum, I hope)
It was _not_ open forum <g>. But anyway. I meanwhile think that a little
excess heat at the RF is probably not even unrealistic due to the torque
and momentum engendered by the engine, just the amount of excess heat as
compared to the LF is probably exaggerated in N2k3. But who cares, it's
a minor nuisance, just one of these things.
You know I've always been an extreme advocate of extreme realism, and I
still am much for realism, but I've also learnt that realism in some
aspects matters more than in others for the simming/racing experience,
and when we think someone is 'realistic', that does not at all mean that
is really is, or that it is among the important aspects of realism,
important in the sense that you're getting a realistic racing
experience. The tire heat issue is one of the less important IMO.
Achim
Mitch_A wrote:
I don't think I'd call the N2003 physics dumbed down as compared to GPL.
They are really the next higher level, rather, with a much better tire
model, for example.
I don't think Kaemmer would ever dumb anything down voluntarily. His
commitment to realism is 100%.
Achim
Quoted text (8 lines)
> ...and then dumbed down the GPL physics into N4 which > eventually became NR2003. > > Yea it's a new game engine alright.... > > Ignorance is bliss eh? > > MitchKaeammer is right up there next to god in my book :-) I bow with trembling
knees just mentioning his name ;) It's too bad he couldnt make ALL the
decisions for us instead of those retards in suits.
I was being somewhat generic in my assesment. Yea NR2003 has been tweaked a
bunch since N4/GPL, no denying that. NR2003 can't hide the legacy of the N4
game engine either which is my main concern.
Mitch
"Joachim Trensz" <[email hidden]> wrote in message
news:c1vqjt$1ohf9q$[email hidden]...
Quoted text (10 lines)
> > I don't think I'd call the N2003 physics dumbed down as compared to GPL. > They are really the next higher level, rather, with a much better tire > model, for example. > > I don't think Kaemmer would ever dumb anything down voluntarily. His > commitment to realism is 100%. > > Achim >You lost all the pissy credibility you had when you called
NR2003 engine a dumbed down GPL engine.
And whats wrong with it being a tweaked N4 or GPL engine when those engines
were and are benchmarks of computer simulations?
Unlike the rest of the simulation programmers papyrus dont need to bring out
"revolutionary" new physics engines every release because they crossed that
bridge way back in 98 and when you get so high there is only a little more
you can go each time.
EA have been making rubbish for years now so its expected they make big
steps.= even though they are still a class below.
And achim im glad you enjoy the ISI physics model but to me it still feels
archaic,and the fact that the physics can be "adjusted" by any jo blow until
they "feel right" just has no credibility with me.
Mitch im betting the papy sims are too realistic for you hence your shit at
them so your talking up the toy game that you can actually do laps in.
Dont take it out on papyrus dude,take it out on your parents:)
"Mitch_A" <[email hidden]> wrote in message
news:NCJ0c.18778$[email hidden]...
NR2004
> but we got F*^&ed. I for one won't be running NR2003 this time next yearso
> Im always on the lookout for something better. Im not bashing Papy(except
> not paying for the rights) but there stuff is just old and full of holes.I
Quoted text (8 lines)
> LOL > > Hardly though :-) > > I want the "best" possible SIM regardless of who makes it. "Sim fanboy" > > Papy's NR2003 just has that "been there done that feel" to me. What more > can I say? I'd much rather be talking about brake wear and such withQuoted text (11 lines)
> dont wear blinders. > > Mitch > > "cronik" <[email hidden]> wrote in message > news:[email hidden]... > > [email hidden] (Jason Moyer) wrote in message > > > > > *cough* EA FANBOY *cough* > >
cronik <[email hidden]> wrote in message
news:[email hidden]...
> [email hidden] (Jason Moyer) wrote in messagenews:<[email hidden]>...
> > On Sun, 29 Feb 2004 20:28:14 GMT, "Mitch_A" <[email hidden]> wrote:
> >
> > >I just find it hard to accept that this could be the "best" were goingto
> > >get. Papy has shortcomings that I just cna't accept any longer and EAsims
> > >(although they have failings also) are a step in the right direction,
> > >especially the Physics. The Papy tracks are nearly perfectly flat.The
> > >bumps that are there feel as though they were just stuck onto thisperfectly
> > >flat track, the grahics and physics seem dated and most importanly itcan be
> > >exploited way to easily.
>
>
> *cough* EA FANBOY *cough*
*cough* Papy Blinder Brigade Member *cough*
N4 did use a variation of GPL's game engine. Perhaps "dumbed down" was a
poor choice of words but IMO it was ;)
There is nothing wrong with NR2003 per se, it's getting long in the tooth
and I want something better.. IMO the N4 game engine is too limited and
full of holes. They have made it better every version for sure and I
cant/wont deny that. My problem is the weaknesses are glaring and arent
going to be fixed anytime soon so we need an alternative. At this point
Papy ISNT the alternative. Am I the only one that see's this or do you all
know something I dont?
Somewhere along the lines you said it was a entirely new game. I was just
setting the record straght :)
Im not sure I get your meaning "can be adjusted by anyone'? How is this any
diff than Papy's Nx series .ini's?
Ive qualified my point quite a few times and after spending quite a bit of
time with F1C/mods I feel it's a better game engine from which to work for
the future. Ive spent 100's of thousands of hours in Papy sims so I have a
good foundation from which to judge. How many hours did you spend with
F1c/mods? Less than one I'd bet ;)
I like the PWF TA mod just fine. Problem is other than some eye candy it's
still NR2003 and all of it's legacy baggage.
Mitch
"Dan" <[email hidden]> wrote in message
news:404376a9$[email hidden]...
> You lost all the pissy credibility you had when you called
> NR2003 engine a dumbed down GPL engine.
> And whats wrong with it being a tweaked N4 or GPL engine when thoseengines
> were and are benchmarks of computer simulations?
> Unlike the rest of the simulation programmers papyrus dont need to bringout
> "revolutionary" new physics engines every release because they crossedthat
until
> they "feel right" just has no credibility with me.
> Mitch im betting the papy sims are too realistic for you hence your shitat
> them so your talking up the toy game that you can actually do laps in.
> Dont take it out on papyrus dude,take it out on your parents:)
>
>
>
Quoted text (7 lines)
> bridge way back in 98 and when you get so high there is only a little more > you can go each time. > EA have been making rubbish for years now so its expected they make big > steps.= even though they are still a class below. > > And achim im glad you enjoy the ISI physics model but to me it still feels > archaic,and the fact that the physics can be "adjusted" by any jo blow> And achim im glad you enjoy the ISI physics model but to me it still feels
> archaic,and the fact that the physics can be "adjusted" by any jo blow
> until > they "feel right" just has no credibility with me.
On a serious note, not being a fan of FF, are there non FF users who have
found a decent controller setting for F1C et al. I find it lifeless compared
with Papy sims. Not through lack of trying. Either there is a magic setting
for my Thrustmaster Formula/Nascar Pro and car setup or it just doesn't suit
my brain!
I also have a Momo but gave up on FF some while ago.
Cheers
Tony
I haven't had the patience to test tire wear. If it is infested with the
same bug as the RF temps, then presumably the RF wear would be higher as
well. If it isn't, then tire wear would certainly be the preferred way to
set up the car for longer races.
Could I talk you into sending me a few of yer roadie setups?
"Haqsau" <[email hidden]> wrote in message
news:[email hidden]...
> I have not had a problem with assymetrical handling. De-wedge takesweight
> off the RF and LR, making it looser on left turns and tighter on right
> turns. Decambering the RF fixes the left turns, moving the weightrearward
> fixes the right turns. Taken together those three things bring the RFtemp
> down without assymetrical handling problems. IIRC the PWF Expert setupfor
it
> is
> > virtually devoid of left turns, so if you jack everything around to make
> the
> > RF temp lower, the setup is out of whack. Apparently the RF is*supposed*
> > to run ca. 5 deg. hotter than the LF, so that's what you should aim for.
> >
> > Wedge can be used to equalize temps/weights, but then the handlingbecomes
> > wildly asymmetrical, loose as a goose on RH turns, say, and plowing likea
most
to
> > > keep it from getting too loose, plus that also usually lowers the RF
> temp
> > a
> > > tad more. That won't necessarily get the temperatures exactly equalbut
> > it
> > > equalizes the wear and still gives good handling. Once I have thewear
Quoted text (13 lines)
> Kyalami uses this technique, so you can try that if you want to see how it > works. > > Regarding the "5 deg. hotter" point, as I said in my previous post I don't > worry if the RF is a little bit high as long as the wear is equalized, so > perhaps I have arrived at that point by trial and error. > > > > "Steve Smith" <[email hidden]> wrote in message > news:xwo0c.52033$[email hidden]... > > As Achim pointed out (in open forum, I hope), you *can* get the RF temp > > down, but then the car becomes squirrelly. Monza is the best example:Quoted text (9 lines)
> > Farmall on LH turns. > > > > "Haqsau" <[email hidden]> wrote in message > > news:[email hidden]... > > > The front tire bug is pretty easy to fix in most cases. Doesn't even > seem > > > to happen at all tracks, for example I didn't really see it at > > Silverstone, > > > but OTOH it was quite nasty at LeMans Sarthe and at Monza. But inQuoted text (10 lines)
> > > cases a little bit of de-wedge, a little bit of rear weight bias, and > > > slightly less camber on the RF than on the LF will fix it and still > gives > > > reasonable handling. For example I usually end up with about 49.4% > front > > > weight, 49.4% wedge, and 0.10 deg less camber on the RF. Equal front > > weight > > > and wedge will keep the left side weights equal and just shift weight > from > > > RF to RR, which seems to be what it needs. Then you de-camber the RFQuoted text (18 lines)
> > > equalized I don't mess with it any further. > > > > > > > > > "John DiFool" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > > > > > I can think of one thing, and that is the tire temp "bug" imbalance > > > > between LF and RF (a consequence of the NASCAR oval > > > > physics)-that doesn't bother me much tho. > > > > > > > > John DiFool > > > > > > > > > > > > > > > >Jeez, Achim, I screwed up again. You share these gems with me in confidence
and I go blabbing them all over the Internet. Next time I slip up, I guess
I should quote "a usually reliable source."
"Joachim Trensz" <[email hidden]> wrote in message
news:c1vptb$1nfq4a$[email hidden]...
Quoted text (19 lines)
> Steve Smith wrote: > > > As Achim pointed out (in open forum, I hope) > > It was _not_ open forum <g>. But anyway. I meanwhile think that a little > excess heat at the RF is probably not even unrealistic due to the torque > and momentum engendered by the engine, just the amount of excess heat as > compared to the LF is probably exaggerated in N2k3. But who cares, it's > a minor nuisance, just one of these things. > > You know I've always been an extreme advocate of extreme realism, and I > still am much for realism, but I've also learnt that realism in some > aspects matters more than in others for the simming/racing experience, > and when we think someone is 'realistic', that does not at all mean that > is really is, or that it is among the important aspects of realism, > important in the sense that you're getting a realistic racing > experience. The tire heat issue is one of the less important IMO. > > AchimSteve Smith wrote:
> Jeez, Achim, I screwed up again. You share these gems with me in confidence
> and I go blabbing them all over the Internet. Next time I slip up, I guess
> I should quote "a usually reliable source."
No problem at all, as long as you don't remember _how_ the heat problem
can be cured :) ;)
And keep them coming - even if sometimes a tidbit should slip out, what
does it matter. I enjoy discussing these issues with you, and I have
learnt so much from you every time you let me take a look at your wealth
of knowledge - seriously.
We get around to talking about these issues far too seldom! :)
Achim
On Mon, 01 Mar 2004 17:24:47 GMT, "Mitch_A" <[email hidden]> wrote:
>Kaeammer is right up there next to god in my book :-) I bow with trembling
>knees just mentioning his name ;) It's too bad he couldnt make ALL the
>decisions for us instead of those retards in suits.
Wait....I found something I agree with this guy on.
>"Mitch_A" <[email hidden]> wrote
> THE ONLY THING THE Nx SERIES HAS GOING FOR IT IS THE ONLINE CODE.
Yeah I mean F1C's tracks are so much better modeled with such accuracy. And
the feeling of being there, nobody does it better than EA.
<roll eyes>
--
-- Fran�ois M�nard <ymenard>
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
Check your e-mail.
"Steve Smith" <[email hidden]> wrote in message
news:ooN0c.53328$[email hidden]...
Quoted text (7 lines)
> I haven't had the patience to test tire wear. If it is infested with the > same bug as the RF temps, then presumably the RF wear would be higher as > well. If it isn't, then tire wear would certainly be the preferred way to > set up the car for longer races. > > Could I talk you into sending me a few of yer roadie setups? >Because they're not here yet! ;o)
"Kendt Eklund" <[email hidden]> wrote in message
news:[email hidden]...
>
> Just think what's coming - GPL65 - various F1C mods, N2k3 mods from
> the cracked .exe, Simbin's GT sim, RBR. Why the hell are we all
> whining ;)?
>
> Kendt
In article <[email hidden]>, "David G Fisher"
<[email hidden]> writes:
>All I know is that the best thing a person can do if they want to be good
>with the Papy TA cars is to spend time driving the F1 cars in F1C. F1C's
>physics are excellent, and give me more feedback than the Papy cars.
Then that sounds counterproductive. If the F1C cars give more feedback, then
wouldn't you have a problem when you go back to Papy TA? Those cars would then
give you relatively little warning when they're about to step out...
Eldred
--
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Screamers League
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N2k3 rank:in progress
Slayer Spektera lvl 72 assassin
Slayer Spectral_K lvl 38 Necro
US East
In article <[email hidden]>, [email hidden] (Jason
Moyer) writes:
There's actually a line in the .ini file - "idle car timeout", or something to
that effect. Doesn't work, though. Maybe they were just teasing us, or maybe
there's another 'switch' in the file that needs to be flipped for it to work.
Eldred
--
http://www.umich.edu/~epickett
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Quoted text (11 lines)
>On 29 Feb 2004 21:35:19 GMT, [email hidden] (EldredP) wrote: > >>Now *that* is a stupid fucking 'feature'...argh! One of these days I'm >gonna >>walk in the front door of ISI and ask them WHY can't you get rid of an idle >car >>automatically...? > >Yeah, they weren't allowed to have a dedicated server, which I >understand, but it's a shame they didn't include a hack so people >could start up the game, host, and not actually join the race. =/In article <Q4t0c.18548$[email hidden]>, "Mitch_A"
<[email hidden]> writes:
>Not even close :-)
>
>I know its not a great pic <g> but N1 sure never looked anywhere near that
>good and I had the fastest CPU available at the time (P-90) and a V1000.
I know, it's NT2003...
Eldred
--
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On Mon, 01 Mar 2004 17:44:05 +0100, Joachim Trensz <[email hidden]>
wrote:
>Kendt Eklund wrote:
>
>> BTW - can you reveal what mod had this braking feature?
>
>It never got published... <g>
And I'm still pissed off about it.
Jason
On Mon, 01 Mar 2004 20:04:44 GMT, "Tony Rickard"
<[email hidden]> wrote:
>> And achim im glad you enjoy the ISI physics model but to me it still feels
>> archaic,and the fact that the physics can be "adjusted" by any jo blow
>> until > they "feel right" just has no credibility with me.
>
>On a serious note, not being a fan of FF, are there non FF users who have
>found a decent controller setting for F1C et al.
50% linearity.
0% deadzone.
All sliders on the other page fully to the left except head movement
at 100%.
Jason
Ill just use Rock as an example of how great Papy track modeling is seeing
how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4 of
a groove. Yep thats right on the money Mr. President ;)
See you get me caught up in this NR2003 vs F1C debate but really each has a
fair share of major problems. For some reason you guys take it as a
personal insult if I complain about Papy's shortcomings. I like em both
about the same but does that mean Im satisfied with either? No, thats my
point I want something better sooner than later and at this point Papy isnt
in the picture.
Mitch
"ymenard" <[email hidden]> wrote in message
news:dfQ0c.6273$[email hidden]...
>
> Yeah I mean F1C's tracks are so much better modeled with such accuracy.And
Quoted text (15 lines)
> the feeling of being there, nobody does it better than EA. > > > <roll eyes> > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > >"JP" <[email hidden]> wrote in message news:<kNK0c.259$[email hidden]>...
> *cough* Papy Blinder Brigade Member *cough*
:)
[email hidden] (Jason Moyer) wrote in message news:<[email hidden]>...
SBDT F1-77 - we hardly knew ye :(
Kendt - just guessing...
Quoted text (12 lines)
> On Mon, 01 Mar 2004 17:44:05 +0100, Joachim Trensz <[email hidden]> > wrote: > > >Kendt Eklund wrote: > > > >> BTW - can you reveal what mod had this braking feature? > > > >It never got published... <g> > > And I'm still pissed off about it. > > Jason Exactly my pov too. And don't get me started on Papy track modeling, or
the lack thereof is more like it <g>
Mitch_A <[email hidden]> wrote in message
news:GDU0c.19063$[email hidden]...
> Ill just use Rock as an example of how great Papy track modeling is seeing
> how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4of
> a groove. Yep thats right on the money Mr. President ;)
>
> See you get me caught up in this NR2003 vs F1C debate but really each hasa
> fair share of major problems. For some reason you guys take it as a
> personal insult if I complain about Papy's shortcomings. I like em both
> about the same but does that mean Im satisfied with either? No, thats my
> point I want something better sooner than later and at this point Papyisnt
Quoted text (27 lines)
> in the picture. > > Mitch > > > "ymenard" <[email hidden]> wrote in message > news:dfQ0c.6273$[email hidden]... > > > > Yeah I mean F1C's tracks are so much better modeled with such accuracy. > And > > the feeling of being there, nobody does it better than EA. > > > > > > <roll eyes> > > > > > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- This announcement is brought to you by the Shimago-Dominguez > > Corporation - helping America into the New World... > > > > > >On Tue, 02 Mar 2004 05:06:46 GMT, "Mitch_A" <[email hidden]> wrote:
>Ill just use Rock as an example of how great Papy track modeling is seeing
>how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4 of
>a groove.
I have no problems running multiple lines there with a good setup.
Jason
On Tue, 2 Mar 2004 07:05:48 -0600, "JP" <[email hidden]> wrote:
> Exactly my pov too. And don't get me started on Papy track modeling, or
>the lack thereof is more like it <g>
Are you joking or just fucking stupid?
Jason
On Mon, 1 Mar 2004 11:53:59 -0600, "JP" <[email hidden]> wrote:
>*cough* Papy Blinder Brigade Member *cough*
Poof Patrol
Jason
Jason Moyer <[email hidden]> wrote in message
news:[email hidden]...
> On Tue, 2 Mar 2004 07:05:48 -0600, "JP" <[email hidden]> wrote:
>
> > Exactly my pov too. And don't get me started on Papy track modeling,or
> >the lack thereof is more like it <g>
>
> Are you joking or just fucking stupid?
>
> Jason
You say something ?
Jason Moyer <[email hidden]> wrote in message
news:[email hidden]...
> On Tue, 02 Mar 2004 05:06:46 GMT, "Mitch_A" <[email hidden]> wrote:
>
> >Ill just use Rock as an example of how great Papy track modeling isseeing
> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4of
> >a groove.
>
> I have no problems running multiple lines there with a good setup.
>
> Jason
He's talking about doing it and being competitive, not *just* the ability
to do it. In the real racing, the high line is one of the lines of choice
at the Rock.
Try that in an 03 race and see what it gets you. Or Michigan......or
California........or Charlotte.......etc, etc.
Jason Moyer <[email hidden]> wrote in message
news:[email hidden]...
My, you're an angry young man. Hate being shown to be wrong on something
don't you ?
Quoted text (7 lines)
> On Mon, 1 Mar 2004 11:53:59 -0600, "JP" <[email hidden]> wrote: > > >*cough* Papy Blinder Brigade Member *cough* > > Poof Patrol > > JasonOn Tue, 2 Mar 2004 17:28:11 -0600, "JP" <[email hidden]> wrote:
I've noticed the real stock car guys running lines very close to the
wall in the turns (most notably the Rock and Michigan)-try this in a
NR2003 race and you'll drift into the wall in a hurry. <shrug>
Overall tho I am much more impressed with the TA/TPTCC model
than I am of the base F1C model-the feel is so much better there's
no comparison. However, once I get my broadband connection up
and running I'll be able to DL those huge F1C mods and see how
they measure up.
John DiFool
Quoted text (20 lines)
> >Jason Moyer <[email hidden]> wrote in message >news:[email hidden]... >> On Tue, 02 Mar 2004 05:06:46 GMT, "Mitch_A" <[email hidden]> wrote: >> >> >Ill just use Rock as an example of how great Papy track modeling is >seeing >> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4 >of >> >a groove. >> >> I have no problems running multiple lines there with a good setup. >> >> Jason > > He's talking about doing it and being competitive, not *just* the ability >to do it. In the real racing, the high line is one of the lines of choice >at the Rock. > Try that in an 03 race and see what it gets you. Or Michigan......or >California........or Charlotte.......etc, etc.Danke schoen!
"Haqsau" <[email hidden]> wrote in message
news:[email hidden]...
> Check your e-mail.
>
> "Steve Smith" <[email hidden]> wrote in message
> news:ooN0c.53328$[email hidden]...
> > I haven't had the patience to test tire wear. If it is infested withthe
> > same bug as the RF temps, then presumably the RF wear would be higher as
> > well. If it isn't, then tire wear would certainly be the preferred wayto
> > set up the car for longer races.
> >
> > Could I talk you into sending me a few of yer roadie setups?
> >
>
>
Danke schoen.
"Joachim Trensz" <[email hidden]> wrote in message
news:c20a0p$1n7ud4$[email hidden]...
> Steve Smith wrote:
>
> > Jeez, Achim, I screwed up again. You share these gems with me inconfidence
> > and I go blabbing them all over the Internet. Next time I slip up, Iguess
Quoted text (13 lines)
> > I should quote "a usually reliable source." > > No problem at all, as long as you don't remember _how_ the heat problem > can be cured :) ;) > > And keep them coming - even if sometimes a tidbit should slip out, what > does it matter. I enjoy discussing these issues with you, and I have > learnt so much from you every time you let me take a look at your wealth > of knowledge - seriously. > > We get around to talking about these issues far too seldom! :) > > Achim
John DiFool <[email hidden]> wrote in message
news:[email hidden]...
3/4
ability
> >to do it. In the real racing, the high line is one of the lines ofchoice
Well, it's not so much of drifting into the wall, as that the high lines
at various tracks aren't modeled well, if at all, compared to the way the
actual tracks are run. For one thing, the Papy tracks are, or at least
look(as in perception) like they are from the 03 cockpit, to narrow compared
to the actual tracks.
Don't know if it's an incorrect grip in the Papy tracks outside of the low
line along with the above or what. But virtually no where in the sim can
you run competitive high lines, that they do in actual racing. As long as
you get a lot of dedicated help, you can at the 03 ss's though, but I'm
referring to the non- ss tracks.
Several non-ss tracks where two and three wide is the norm, whereas in the
game, the low line is it; it leaves the others in the dust.
>
Quoted text (10 lines)
> On Tue, 2 Mar 2004 17:28:11 -0600, "JP" <[email hidden]> wrote: > > > > >Jason Moyer <[email hidden]> wrote in message > >news:[email hidden]... > >> On Tue, 02 Mar 2004 05:06:46 GMT, "Mitch_A" <[email hidden]> wrote: > >> > >> >Ill just use Rock as an example of how great Papy track modeling is > >seeing > >> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03Quoted text (8 lines)
> >of > >> >a groove. > >> > >> I have no problems running multiple lines there with a good setup. > >> > >> Jason > > > > He's talking about doing it and being competitive, not *just* theQuoted text (15 lines)
> >at the Rock. > > Try that in an 03 race and see what it gets you. Or Michigan......or > >California........or Charlotte.......etc, etc. > > I've noticed the real stock car guys running lines very close to the > wall in the turns (most notably the Rock and Michigan)-try this in a > NR2003 race and you'll drift into the wall in a hurry. <shrug> > > Overall tho I am much more impressed with the TA/TPTCC model > than I am of the base F1C model-the feel is so much better there's > no comparison. However, once I get my broadband connection up > and running I'll be able to DL those huge F1C mods and see how > they measure up. > > John DiFoolOn Wed, 03 Mar 2004 01:32:49 GMT, John DiFool
<[email hidden]> wrote:
>I've noticed the real stock car guys running lines very close to the
>wall in the turns (most notably the Rock and Michigan)-try this in a
>NR2003 race and you'll drift into the wall in a hurry. <shrug>
With the fast and expert setups maybe. I make my own and have no
problems, but you should try Andy Wilke's sometime as they're
perfectly capable of running multiple lines as well. The "problem"
with ovals in N2003 imho is that everyone sets up the car way too
tight or too loose. You need to find the point where you can get
oversteer if you need it while still being able to turn consistent
laps. With the <fast> or <expert> you'll be in the wall within 10
laps trying to keep up with the field even if you run a normal line.
Jason
In article <CM81c.27$[email hidden]>, "JP" <[email hidden]> writes:
> He's talking about doing it and being competitive, not *just* the ability
>to do it. In the real racing, the high line is one of the lines of choice
>at the Rock.
> Try that in an 03 race and see what it gets you. Or Michigan......or
>California........or Charlotte.......etc, etc.
It gets *me* a quick trip into the outside wall. Maybe one of the *good*
drivers has a different experience...<g>
Eldred
--
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"EldredP" <[email hidden]> wrote in message
news:20040302224904.05957.00000820@mb-
>
> It gets *me* a quick trip into the outside wall. Maybe one of the *good*
> drivers has a different experience...<g>
Damn Papy anyway for leaving the wall magnets in! :-)
"EldredP" <[email hidden]> wrote in message
news:[email hidden]...
then
> wouldn't you have a problem when you go back to Papy TA? Those cars wouldthen
> give you relatively little warning when they're about to step out...
>
> Eldred
What I mean is that it's very difficult to drive the F1 cars fast, and
string together a lot of fast laps. It's very easy to make a mistake, even a
slight one, that can ruin a lap or a race. If someone gets sim 'training'
with those F1 cars, the TA and Cup cars in N2003 seem quite a bit easier.
They physics are good in both, but the F1 cars are much more of a challenge.
David G Fisher
Quoted text (8 lines)
> In article <[email hidden]>, "David G Fisher" > <[email hidden]> writes: > > >All I know is that the best thing a person can do if they want to be good > >with the Papy TA cars is to spend time driving the F1 cars in F1C. F1C's > >physics are excellent, and give me more feedback than the Papy cars. > > Then that sounds counterproductive. If the F1C cars give more feedback,
"John DiFool" <[email hidden]> wrote in message
news:[email hidden]...
3/4
ability
> >to do it. In the real racing, the high line is one of the lines ofchoice
You may have poor setups, and even more probable, your wheel isn't set up
correctly for the game. Many people think that 50% linearity is how all
wheels should be set up, but I find between 30 and 35% is much better for my
wheel. You also have to have your steering lock set correctly. Too much or
too little, and there's no way the car will do what you want.
David G Fisher
Quoted text (10 lines)
> On Tue, 2 Mar 2004 17:28:11 -0600, "JP" <[email hidden]> wrote: > > > > >Jason Moyer <[email hidden]> wrote in message > >news:[email hidden]... > >> On Tue, 02 Mar 2004 05:06:46 GMT, "Mitch_A" <[email hidden]> wrote: > >> > >> >Ill just use Rock as an example of how great Papy track modeling is > >seeing > >> >how we just ran it. Lets see, real life 3 distinct grooves, in NR03Quoted text (8 lines)
> >of > >> >a groove. > >> > >> I have no problems running multiple lines there with a good setup. > >> > >> Jason > > > > He's talking about doing it and being competitive, not *just* theQuoted text (15 lines)
> >at the Rock. > > Try that in an 03 race and see what it gets you. Or Michigan......or > >California........or Charlotte.......etc, etc. > > I've noticed the real stock car guys running lines very close to the > wall in the turns (most notably the Rock and Michigan)-try this in a > NR2003 race and you'll drift into the wall in a hurry. <shrug> > > Overall tho I am much more impressed with the TA/TPTCC model > than I am of the base F1C model-the feel is so much better there's > no comparison. However, once I get my broadband connection up > and running I'll be able to DL those huge F1C mods and see how > they measure up. > > John DiFoolIn article <ySa1c.46$[email hidden]>, JP <[email hidden]>
writes
><snip>
In my experience with NR2003, if you go wider than the darkened groove
the grip reduces drastically. So, depending on how wide the groove is,
that's how much choice you've got when choosing a line through the
corners. This is when running the non-SS tracks, of course. It may
well be there in the SS tracks as well, but because of the steeper
banking, it doesn't show as much.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Quoted text (18 lines)
> > Well, it's not so much of drifting into the wall, as that the high lines >at various tracks aren't modeled well, if at all, compared to the way the >actual tracks are run. For one thing, the Papy tracks are, or at least >look(as in perception) like they are from the 03 cockpit, to narrow compared >to the actual tracks. > > Don't know if it's an incorrect grip in the Papy tracks outside of the low >line along with the above or what. But virtually no where in the sim can >you run competitive high lines, that they do in actual racing. As long as >you get a lot of dedicated help, you can at the 03 ss's though, but I'm >referring to the non- ss tracks. > > Several non-ss tracks where two and three wide is the norm, whereas in the >game, the low line is it; it leaves the others in the dust. >> > >
Peter Ives <[email hidden]> wrote in message
news:[email hidden]...
> In article <ySa1c.46$[email hidden]>, JP <[email hidden]>
> writes
> >
> <snip>
> >
> > Well, it's not so much of drifting into the wall, as that the highlines
> >at various tracks aren't modeled well, if at all, compared to the way the
> >actual tracks are run. For one thing, the Papy tracks are, or at least
> >look(as in perception) like they are from the 03 cockpit, to narrowcompared
> >to the actual tracks.
> >
> > Don't know if it's an incorrect grip in the Papy tracks outside of thelow
> >line along with the above or what. But virtually no where in the sim can
> >you run competitive high lines, that they do in actual racing. As longas
> >you get a lot of dedicated help, you can at the 03 ss's though, but I'm
> >referring to the non- ss tracks.
> >
> > Several non-ss tracks where two and three wide is the norm, whereas inthe
Yep, exactly. Problem is, that's not how it is at several of the actual
tracks during actual racing <g>
Quoted text (15 lines)
> >game, the low line is it; it leaves the others in the dust. > >> > > > > > In my experience with NR2003, if you go wider than the darkened groove > the grip reduces drastically. So, depending on how wide the groove is, > that's how much choice you've got when choosing a line through the > corners. This is when running the non-SS tracks, of course. It may > well be there in the SS tracks as well, but because of the steeper > banking, it doesn't show as much. > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -25.01In article <8Ws1c.94$[email hidden]>, JP <[email hidden]>
writes
So is the groove just wider in some of the actual tracks and that's why
they can run several lines on them?
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Quoted text (20 lines)
> >Peter Ives <[email hidden]> wrote in >> > >> > >> In my experience with NR2003, if you go wider than the darkened groove >> the grip reduces drastically. So, depending on how wide the groove is, >> that's how much choice you've got when choosing a line through the >> corners. This is when running the non-SS tracks, of course. It may >> well be there in the SS tracks as well, but because of the steeper >> banking, it doesn't show as much. >> -- >> Peter Ives (AKA Pete Ivington) >> Remove ALL_STRESS before replying via email >> If you know what's good for you, don't listen to me :) >> GPLRank Joystick -50.63 Wheel -25.01 > >Yep, exactly. Problem is, that's not how it is at several of the actual >tracks during actual racing <g> > >
Peter Ives <[email hidden]> wrote in message
news:[email hidden]...
Well, it's not so much as "a" groove, as there's just multiple lines. The
"groove" in the game at various tracks, doesn't exist on the actual tracks,
at least as an all or nothing, well defined affair, as in the game.
I.e., outside line is one of the preferred ones at Rockingham, Charlotte,
Michigan, California, Atlanta, etc. in actual racing. Try that online in
03(don't know about offline) sometime. Irregardless of the setup being
used.
Quoted text (29 lines)
> In article <8Ws1c.94$[email hidden]>, JP <[email hidden]> > writes > > > >Peter Ives <[email hidden]> wrote in > >> > > >> > > >> In my experience with NR2003, if you go wider than the darkened groove > >> the grip reduces drastically. So, depending on how wide the groove is, > >> that's how much choice you've got when choosing a line through the > >> corners. This is when running the non-SS tracks, of course. It may > >> well be there in the SS tracks as well, but because of the steeper > >> banking, it doesn't show as much. > >> -- > >> Peter Ives (AKA Pete Ivington) > >> Remove ALL_STRESS before replying via email > >> If you know what's good for you, don't listen to me :) > >> GPLRank Joystick -50.63 Wheel -25.01 > > > >Yep, exactly. Problem is, that's not how it is at several of the actual > >tracks during actual racing <g> > > > > > So is the groove just wider in some of the actual tracks and that's why > they can run several lines on them? > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -25.01In article <[email hidden]>, "David G Fisher"
<[email hidden]> writes:
>What I mean is that it's very difficult to drive the F1 cars fast, and
>string together a lot of fast laps. It's very easy to make a mistake, even a
>slight one, that can ruin a lap or a race. If someone gets sim 'training'
>with those F1 cars, the TA and Cup cars in N2003 seem quite a bit easier.
>They physics are good in both, but the F1 cars are much more of a challenge.
>
Ah, ok. My problem with the F1 is that the car breaks loose without any
(noticeable) warning. I'm backwards into a wall before I know what's happened.
With the cup cars, I can feel the car breaking loose, but once that happens
it's gone - I can't save it. Full opposite lock can't bring it back in line.
I agree that F1 cars are more of a challenge, but the cup cars are a challenge
to me as well.
Eldred
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>"Mitch_A" <[email hidden]> wrote
> Ill just use Rock as an example of how great Papy track modeling is seeing
> how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4of
> a groove. Yep thats right on the money Mr. President ;)
But then again just watch the VRW guys run multiple grooves during their
online race. It's the drivers/setups that are at fault if you can't do it
that way.
--
-- Fran�ois M�nard <ymenard>
-- This announcement is brought to you by the Shimago-Dominguez
Corporation - helping America into the New World...
On Wed, 3 Mar 2004 23:49:30 +0000, Peter Ives
<[email hidden]> wrote:
>So is the groove just wider in some of the actual tracks and that's why
>they can run several lines on them?
Not commenting on real life here, but in N2003 each surface type has 1
grip value per track. Some of the modified tracks will use 2 separate
surface types to add more grip in the high part of the banking than
there is in the low part (which is totally unrealistic, but to each
their own). The Papyrus tracks use one kind of surface type for
tarmac and one kind for concrete. For instance, at Rockingham, you
have the exact same amount of grip just above the apron as you do
running 1 foot away from the wall.
Of course, as I said before, the inability to run the high line has
more to do with setup than a failing in the game engine.
Jason
In article <Oou1c.100$[email hidden]>, JP <[email hidden]>
writes
So the darkened groove in real life tracks is something that is created
over the course of a weekend because the cars are able to run those
lines in the first place. Yes?
Whereas, with NR2003 all you are given is the 1 groove, as wide as it
happens to be depending upon the track. If it ain't dark in the first
place, you can't run there. Yep?
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Quoted text (46 lines)
> >Peter Ives <[email hidden]> wrote in >message >news:[email hidden]... >> In article <8Ws1c.94$[email hidden]>, JP ><[email hidden]> >> writes >> > >> >Peter Ives <[email hidden]> wrote in >> >> > >> >> > >> >> In my experience with NR2003, if you go wider than the darkened >groove >> >> the grip reduces drastically. So, depending on how wide the groove is, >> >> that's how much choice you've got when choosing a line through the >> >> corners. This is when running the non-SS tracks, of course. It may >> >> well be there in the SS tracks as well, but because of the steeper >> >> banking, it doesn't show as much. >> >> -- >> >> Peter Ives (AKA Pete Ivington) >> >> Remove ALL_STRESS before replying via email >> >> If you know what's good for you, don't listen to me :) >> >> GPLRank Joystick -50.63 Wheel -25.01 >> > >> >Yep, exactly. Problem is, that's not how it is at several of the actual >> >tracks during actual racing <g> >> > >> > >> So is the groove just wider in some of the actual tracks and that's why >> they can run several lines on them? >> -- >> Peter Ives (AKA Pete Ivington) >> Remove ALL_STRESS before replying via email >> If you know what's good for you, don't listen to me :) >> GPLRank Joystick -50.63 Wheel -25.01 > > Well, it's not so much as "a" groove, as there's just multiple lines. The >"groove" in the game at various tracks, doesn't exist on the actual tracks, >at least as an all or nothing, well defined affair, as in the game. > > I.e., outside line is one of the preferred ones at Rockingham, Charlotte, >Michigan, California, Atlanta, etc. in actual racing. Try that online in >03(don't know about offline) sometime. Irregardless of the setup being >used. > >In article <[email hidden]>, EldredP
<[email hidden]> writes
Only way of saving it with any consistency, I've found, is to hit the
brakes. How hard you need to do this will depend of how far gone the
car is and its guaranteed to f**k-up your tyres if you have to do so for
more than a fraction of a second, and of course, doing this in traffic
can cause other problems, especially online. :)
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Quoted text (20 lines)
>In article <[email hidden]>, "David G Fisher" ><[email hidden]> writes: > >>What I mean is that it's very difficult to drive the F1 cars fast, and >>string together a lot of fast laps. It's very easy to make a mistake, even a >>slight one, that can ruin a lap or a race. If someone gets sim 'training' >>with those F1 cars, the TA and Cup cars in N2003 seem quite a bit easier. >>They physics are good in both, but the F1 cars are much more of a >challenge. >> > >Ah, ok. My problem with the F1 is that the car breaks loose without any >(noticeable) warning. I'm backwards into a wall before I know what's >happened. > With the cup cars, I can feel the car breaking loose, but once that happens >it's gone - I can't save it. Full opposite lock can't bring it back in line. >I agree that F1 cars are more of a challenge, but the cup cars are a >challenge >to me as well. >"ymenard" wrote...
> > <snip>
> But then again just watch the VRW guys run multiple grooves
> during their online race. It's the drivers/setups that are
> at fault if you can't do it that way.
You have to realise, Fran�ois, there's only six reasonably good drivers in
RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*) and we're not
up to VRW standard. Also we're stuck with either the <fast> or <expert>
setup, neither of which is ideal.
Jan ;-))
=---
(*): I'd count Robert Huggings among those if he ever got any real
opposition.
In article <[email hidden]>, Jason Moyer
<[email hidden]> writes
Why would this be? I can do alright when on the inside at Rockingham.
Now, if I drive 1 lane out, so to speak, I'm not really making much of a
change to the steering angle (perhaps a couple of degrees).
Without getting too technical, does such a minor change in steering
angle through a corner require that much of a major setup change for
things to work as well as on the inside line? Why shouldn't the current
setup that works for the inside line not work anywhere near as well for
1 lane out?
I would have thought the track itself is pretty even from inside to
outside and track temp should also be the same. I wouldn't imagine Papy
has put that much detail into its track model so that there are
varieties in how it affects the car depending upon what line you are
taking (ie. dark groove compared to rest of track), no varying camber
etc. So all you are left with is how much you need to turn the wheel
and the speed you can maintain without sliding. Am I being too
simplistic?
--
Peter Ives - (AKA Ivington)
Remove ALL_STRESS before replying
No person's opinions can be said to be
more correct than another's, because each is
the sole judge of his or her own experience.
Quoted text (18 lines)
>On Wed, 3 Mar 2004 23:49:30 +0000, Peter Ives ><[email hidden]> wrote: > >>So is the groove just wider in some of the actual tracks and that's why >>they can run several lines on them? > >Not commenting on real life here, but in N2003 each surface type has 1 >grip value per track. Some of the modified tracks will use 2 separate >surface types to add more grip in the high part of the banking than >there is in the low part (which is totally unrealistic, but to each >their own). The Papyrus tracks use one kind of surface type for >tarmac and one kind for concrete. For instance, at Rockingham, you >have the exact same amount of grip just above the apron as you do >running 1 foot away from the wall. > >Of course, as I said before, the inability to run the high line has >more to do with setup than a failing in the game engine. >
Peter Ives <[email hidden]> wrote in message
news:[email hidden]...
is,
actual
The
> >"groove" in the game at various tracks, doesn't exist on the actualtracks,
> >at least as an all or nothing, well defined affair, as in the game.
> >
> > I.e., outside line is one of the preferred ones at Rockingham,Charlotte,
Yes, and of course, because they choose to run there vs. somewhere else on
the track.
Sort of; can run there, just not worth a damn. And it has nothing to do
with the setup being used. I never got a response for a clip showing a
clean 40 car online race as a poster was mentioning the other day.
Anyone have a clip of an online race showing the outside and/or middle
line of a non-ss track working in 03 as it does in real life ? Never seen
one in person or via replay myself, in any of the Nx series.
Quoted text (16 lines)
> In article <Oou1c.100$[email hidden]>, JP <[email hidden]> > writes > > > >Peter Ives <[email hidden]> wrote in > >message > >news:[email hidden]... > >> In article <8Ws1c.94$[email hidden]>, JP > ><[email hidden]> > >> writes > >> > > >> >Peter Ives <[email hidden]> wrote in > >> >> > > >> >> > > >> >> In my experience with NR2003, if you go wider than the darkened > >groove > >> >> the grip reduces drastically. So, depending on how wide the grooveQuoted text (11 lines)
> >> >> that's how much choice you've got when choosing a line through the > >> >> corners. This is when running the non-SS tracks, of course. It may > >> >> well be there in the SS tracks as well, but because of the steeper > >> >> banking, it doesn't show as much. > >> >> -- > >> >> Peter Ives (AKA Pete Ivington) > >> >> Remove ALL_STRESS before replying via email > >> >> If you know what's good for you, don't listen to me :) > >> >> GPLRank Joystick -50.63 Wheel -25.01 > >> > > >> >Yep, exactly. Problem is, that's not how it is at several of theQuoted text (12 lines)
> >> >tracks during actual racing <g> > >> > > >> > > >> So is the groove just wider in some of the actual tracks and that's why > >> they can run several lines on them? > >> -- > >> Peter Ives (AKA Pete Ivington) > >> Remove ALL_STRESS before replying via email > >> If you know what's good for you, don't listen to me :) > >> GPLRank Joystick -50.63 Wheel -25.01 > > > > Well, it's not so much as "a" groove, as there's just multiple lines.Quoted text (17 lines)
> >Michigan, California, Atlanta, etc. in actual racing. Try that online in > >03(don't know about offline) sometime. Irregardless of the setup being > >used. > > > > > So the darkened groove in real life tracks is something that is created > over the course of a weekend because the cars are able to run those > lines in the first place. Yes? > > Whereas, with NR2003 all you are given is the 1 groove, as wide as it > happens to be depending upon the track. If it ain't dark in the first > place, you can't run there. Yep? > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -25.01Peter Ives <[email hidden]> wrote in message news:<[email hidden]>...
I have pretty limited knowledge of how the "groove" is modelled in
NR2003 tracks, but isn't this something that could be fixed by a
competent track modeller? If there's a line that has better grip -
wouldn't this actually be defined in the track model?
Kendt
Quoted text (28 lines)
> In article <ySa1c.46$[email hidden]>, JP <[email hidden]> > writes > > > <snip> > > > > Well, it's not so much of drifting into the wall, as that the high lines > >at various tracks aren't modeled well, if at all, compared to the way the > >actual tracks are run. For one thing, the Papy tracks are, or at least > >look(as in perception) like they are from the 03 cockpit, to narrow compared > >to the actual tracks. > > > > Don't know if it's an incorrect grip in the Papy tracks outside of the low > >line along with the above or what. But virtually no where in the sim can > >you run competitive high lines, that they do in actual racing. As long as > >you get a lot of dedicated help, you can at the 03 ss's though, but I'm > >referring to the non- ss tracks. > > > > Several non-ss tracks where two and three wide is the norm, whereas in the > >game, the low line is it; it leaves the others in the dust. > >> > > > > > In my experience with NR2003, if you go wider than the darkened groove > the grip reduces drastically. So, depending on how wide the groove is, > that's how much choice you've got when choosing a line through the > corners. This is when running the non-SS tracks, of course. It may > well be there in the SS tracks as well, but because of the steeper > banking, it doesn't show as much.
"JP" <[email hidden]> wrote in message
news:aPv1c.109$[email hidden]...
>
>>
> Yes, and of course, because they choose to run there vs. somewhere elseon
This conversation has taken place before here at ras.
You won't get the replay you're looking for. Trust me. :-)
David G Fisher
Quoted text (8 lines)
> the track. > > Sort of; can run there, just not worth a damn. And it has nothing to do > with the setup being used. I never got a response for a clip showing a > clean 40 car online race as a poster was mentioning the other day. > Anyone have a clip of an online race showing the outside and/or middle > line of a non-ss track working in 03 as it does in real life ? Never seen > one in person or via replay myself, in any of the Nx series.Just purely from a technical standpoint the biggest difference between an
inside line and an outside line is that on the outside line you are going
faster, which could change your aero balance and which will slightly
increase the downforce and cornering force. How big of a difference this is
I don't know.
From a more practical standpoint, whenever I have watched somebody taking
the outside line on TV they don't just go high and stay high, they use a
high diamond or double apex line. IOW when they turn in initially they go
down about one lane width, slide back up to the wall between 1-2 or 3-4, and
then turn down a lane width again before sliding out on the exit. This, and
the fact that you are going over a much bigger transition from the straight
to the banking, would seem to require some setup changes. You need a looser
car to make a double apex line work or your speed will drop too much in the
middle. And the bigger banking transition might require different dampers.
"Peter Ives" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (26 lines)
> > Why would this be? I can do alright when on the inside at Rockingham. > Now, if I drive 1 lane out, so to speak, I'm not really making much of a > change to the steering angle (perhaps a couple of degrees). > > Without getting too technical, does such a minor change in steering > angle through a corner require that much of a major setup change for > things to work as well as on the inside line? Why shouldn't the current > setup that works for the inside line not work anywhere near as well for > 1 lane out? > > I would have thought the track itself is pretty even from inside to > outside and track temp should also be the same. I wouldn't imagine Papy > has put that much detail into its track model so that there are > varieties in how it affects the car depending upon what line you are > taking (ie. dark groove compared to rest of track), no varying camber > etc. So all you are left with is how much you need to turn the wheel > and the speed you can maintain without sliding. Am I being too > simplistic? > -- > Peter Ives - (AKA Ivington) > Remove ALL_STRESS before replying > > No person's opinions can be said to be > more correct than another's, because each is > the sole judge of his or her own experience.
David G Fisher <[email hidden]> wrote in message
news:[email hidden]...
>
> "JP" <[email hidden]> wrote in message
> news:aPv1c.109$[email hidden]...
> >
> >>
> > Yes, and of course, because they choose to run there vs. somewhereelse
> on
> > the track.
> >
> > Sort of; can run there, just not worth a damn. And it has nothing todo
> > with the setup being used. I never got a response for a clip showing a
> > clean 40 car online race as a poster was mentioning the other day.
> > Anyone have a clip of an online race showing the outside and/or middle
> > line of a non-ss track working in 03 as it does in real life ? Neverseen
Didn't expect too, but thanks <g>
>
>
Quoted text (8 lines)
> > one in person or via replay myself, in any of the Nx series. > > > This conversation has taken place before here at ras. > > You won't get the replay you're looking for. Trust me. :-) > > David G Fisher
ymenard <[email hidden]> wrote in message
news:C3v1c.16637$[email hidden]...
> >"Mitch_A" <[email hidden]> wrote
> > Ill just use Rock as an example of how great Papy track modeling isseeing
I've watched VRW replays in the past. Never seen this happen, and the
outside car keep/gain position in an online track that they do lap after lap
in real life, on a non-ss track. Sure, you can run multiple grooves, that's
not the problem. Just not with realistic results.
>
>
Quoted text (19 lines)
> > how we just ran it. Lets see, real life 3 distinct grooves, in NR03 3/4 > of > > a groove. Yep thats right on the money Mr. President ;) > > > > But then again just watch the VRW guys run multiple grooves during their > online race. It's the drivers/setups that are at fault if you can't do it > that way. > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... Boy did this thread drift from TA to nascar. Oh well so goes any meanigful
discussion
about the new Trans Am mod.
On Wed, 3 Mar 2004 21:42:16 -0500, "Haqsau" <[email hidden]>
wrote:
> You need a looser
>car to make a double apex line work or your speed will drop too much in the
>middle.
Exactly. And all of the <fast> and <expert> setups that ship with the
game are tight as fuck. Pardon the language, but they're horrible.
Run about 25 laps as hard as you can in either and then measure the
tire temps. With the fast setups, your front will average about 20
degrees hotter than the rear, with the experts anywhere from slightly
above 0 to 20.
By contrast, my own setups are typically at least 5 degrees warmer in
the rear, which is about as loose as I can personally go without
sliding (altho at Atlanta I tend to run even looser).
Jason
On 3 Mar 2004 18:00:21 -0800, [email hidden] (Kendt Eklund)
wrote:
>I have pretty limited knowledge of how the "groove" is modelled in
>NR2003 tracks, but isn't this something that could be fixed by a
>competent track modeller? If there's a line that has better grip -
>wouldn't this actually be defined in the track model?
Yes. However, if you actually made the groove grippier (and even in
real life, the groove is marginally grippier at best) it would just
make the "I can't drive the high line" problem worse. Most of the
track modelling fixes people have done actually increase the track
grip up high where there should be less.
Jason
On Thu, 4 Mar 2004 01:30:48 +0000, Peter Ives
<[email hidden]> wrote:
>Without getting too technical, does such a minor change in steering
>angle through a corner require that much of a major setup change for
>things to work as well as on the inside line? Why shouldn't the current
>setup that works for the inside line not work anywhere near as well for
>1 lane out?
Haqsau explained it better than I can, but in a nutshell if you race
the high line you're slowing later for the corner, carrying more speed
into and through the corner, and taking a different radius. In order
for a setup to be comfortable running high, it has to be slightly
loose running low. With setups that are neutral or pushy when running
a normal line, you'll never be able to do competitive alternate lines
without hitting the wall.
Go to http://www.sim-replays.de/ if you haven't already and try out a
setup or two there. I haven't tried his latest, but typically the
ones I have tried (at Bristol, for instance) I was more comfortable
running 1 to 1.5 car lengths away from the apron in the corners
because the car was more neutral/stable there and I'm not skilled
enough to drive a car that loose on a tight radius.
Jason
On Wed, 3 Mar 2004 19:50:50 -0500, "ymenard"
<[email hidden]> wrote:
>But then again just watch the VRW guys run multiple grooves during their
>online race. It's the drivers/setups that are at fault if you can't do it
>that way.
Yeah, it's weird hearing people complaining about this sort of thing
when their N2003 experience consists entirely of running
unrealistically tight setups.
If a real cup driver were stuck in a car that handled like a <fast>
seutp they'd pull in after 3 laps and wonder wtf was wrong with it.
Jason
I think WRT a groove, it is perfectly credible that any line where many
or most cars drive, is cleaner (cleaned of dirt) and has more rubber on
it (which allegedly increases grip) and is hence faster than other
sections of the track where nobody drives, due to these two
circumstances. I.e., the drivers can create their own second or third
grooves by driving these lines.
The shortcoming of the sim as compared to the real world is that while
in reality if enough drivers decide to try a different line, that line
becomes a second groove, and on some tracks there may even a third
groove be created that way, in our sims, we only have the one groove
defined by the programmers.
That's IMO why there's such a preference for the groove on some tracks,
while in real life there may be up to three identically fast lines on
that same track.
N2005 needs a feature where the amount of laps drivers drive on a
certain line determines the grip that line has over the weekend :)
Achim
YM is wrong about VRW running multiple grooves at Rockingham. I can
guarantee you there is only 1 groove at Rock. Only way we can get
multi-grooves at these tracks is to modify the track type and adjust the
grip on the outer areas.
I run in VRW and had the best car at the Rock race this year and no one was
running a high line there. Only way to pass was off of 2 (underneath) and
off of 4 (underneath).
Bill Bollinger
www.gsxn.com
"Jan Verschueren" <[email hidden]> wrote in message
news:0Bv1c.22360$[email hidden]...
not
Quoted text (8 lines)
> "ymenard" wrote... > > > <snip> > > But then again just watch the VRW guys run multiple grooves > > during their online race. It's the drivers/setups that are > > at fault if you can't do it that way. > > You have to realise, Fran�ois, there's only six reasonably good drivers in > RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*) and we'reQuoted text (10 lines)
> up to VRW standard. Also we're stuck with either the <fast> or <expert> > setup, neither of which is ideal. > > Jan ;-)) > =--- > > (*): I'd count Robert Huggings among those if he ever got any real > opposition. > >Snuh? You need to run the DegaBR track to see if his outside line style
works. I can tell you that we can make tracks that "race" like real life.
They are being done already. The problem is that few people know about it
yet. I don't think it will be popular until someone comes out with a total
"mod" that has all of the tracks fixed at one time, not just one track at a
time.
Bill Bollinger
www.gsxn.com
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (15 lines)
> On 3 Mar 2004 18:00:21 -0800, [email hidden] (Kendt Eklund) > wrote: > > >I have pretty limited knowledge of how the "groove" is modelled in > >NR2003 tracks, but isn't this something that could be fixed by a > >competent track modeller? If there's a line that has better grip - > >wouldn't this actually be defined in the track model? > > Yes. However, if you actually made the groove grippier (and even in > real life, the groove is marginally grippier at best) it would just > make the "I can't drive the high line" problem worse. Most of the > track modelling fixes people have done actually increase the track > grip up high where there should be less. > > Jason Hehe.....can't wait until some of the guys here try to tell this guy he
can't/doesn't know how to run the high line. He's forgot more about sim
racing than this whole ng probably knows <g>
Bill Bollinger <[email hidden]> wrote in message
news:[email hidden]...
> Snuh? You need to run the DegaBR track to see if his outside line style
> works. I can tell you that we can make tracks that "race" like real life.
> They are being done already. The problem is that few people know about it
> yet. I don't think it will be popular until someone comes out with atotal
> "mod" that has all of the tracks fixed at one time, not just one track ata
Quoted text (26 lines)
> time. > > > Bill Bollinger > www.gsxn.com > > > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > On 3 Mar 2004 18:00:21 -0800, [email hidden] (Kendt Eklund) > > wrote: > > > > >I have pretty limited knowledge of how the "groove" is modelled in > > >NR2003 tracks, but isn't this something that could be fixed by a > > >competent track modeller? If there's a line that has better grip - > > >wouldn't this actually be defined in the track model? > > > > Yes. However, if you actually made the groove grippier (and even in > > real life, the groove is marginally grippier at best) it would just > > make the "I can't drive the high line" problem worse. Most of the > > track modelling fixes people have done actually increase the track > > grip up high where there should be less. > > > > Jason > >
Jason Moyer <[email hidden]> wrote in message
news:[email hidden]...
> On Wed, 3 Mar 2004 19:50:50 -0500, "ymenard"
> <[email hidden]> wrote:
>
> >But then again just watch the VRW guys run multiple grooves during their
> >online race. It's the drivers/setups that are at fault if you can't doit
Lol, yeah, right.
Quoted text (10 lines)
> >that way. > > Yeah, it's weird hearing people complaining about this sort of thing > when their N2003 experience consists entirely of running > unrealistically tight setups. > > If a real cup driver were stuck in a car that handled like a <fast> > seutp they'd pull in after 3 laps and wonder wtf was wrong with it. > > JasonOn Thu, 4 Mar 2004 01:19:28 +0000, Peter Ives wrote:
> Only way of saving it with any consistency, I've found, is to hit the
> brakes. How hard you need to do this will depend of how far gone the
> car is and its guaranteed to f**k-up your tyres if you have to do so for
> more than a fraction of a second, and of course, doing this in traffic
> can cause other problems, especially online. :)
Not in F1C, though. Tyre wear is next to non-existent on the standard
setting ("1x"), I really have no idea what ISI was thinking when they
"modelled" tyre wear in F1C. But then again, maybe I'm just not going
fast enough in F1C to wear down the tyres noticeably over 20 laps
(even on soft rubber ;-)
F1C online: While I've seen a couple of 10+ races that worked out
reasonably well online, I'm amazed by the amount of traffic f1c
generates. 20-30MB for 15 mins on online play is nothing, and quickly
turns into a problem that costs real money for those of us on volume
accounted DSL lines with a volume cap of say, a gigabyte a month and
two other surfing family members ;-)
Judging by traffic volume alone F1C should be excellent
online. Judging by online gameplay, well... 8-P
Cheers,
uwe
--
mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox)
Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/
Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E)
GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
On Thu, 4 Mar 2004 07:13:29 -0500, "Bill Bollinger"
<[email hidden]> wrote:
>I run in VRW and had the best car at the Rock race this year
Really.....
Jason
On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger"
<[email hidden]> wrote:
>Snuh? You need to run the DegaBR track to see if his outside line style
>works.
Depends on what you mean by 'works' I guess. I don't see how building
a track with more grip outside of the main groove is improving the
accuracy of the sim at all, but I guess YMMV.
Jason
Youre dreamin frankie ole boy. Ive ran at one time or another most of the
guys in VRW and you act like they have some kind of special skills or magic
potions. Most arent any different than anyone here except they spend more
time and effort getting fast (than I do anyway). Ego's rule in that deal.
The high groove works good on dega and daytona if ya get a few guys that
hang in up there. The "Rock"? No way does the high line work and if you
insist you'll just lose what little credibility you still have...
Mitch
"ymenard" <[email hidden]> wrote in message
news:C3v1c.16637$[email hidden]...
Quoted text (16 lines)
> > But then again just watch the VRW guys run multiple grooves during their > online race. It's the drivers/setups that are at fault if you can't do it > that way. > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > >>Exactly. And all of the <fast> and <expert> setups that ship with the
>game are tight as fuck. Pardon the language, but they're horrible.
>
I find the <fast> setups very LOOSE. I'm constantly trying to keep from
spinning out...
I must be the only one who feels that way.
Eldred
--
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Peter Ives <[email hidden]> wrote in
news:[email hidden]:
A 'groove' and a 'line' are two different things. A groove usually
follows the preferred line. What a groove is a buildup of tire rubber on
the track surface. The more rubber is laid down, the more visibly apparent
the groove is and the better the overall grip. I'm not talking about the
loose stray marbles that fall off of tires and usually get blown off to the
outer edges of the track, but the small particles that are wedged into the
rough surface of the track. The more rubber squeezed onto the track, the
greater the grip. So when a track has more than one groove, it means that
the drivers have found they can run more than one line and thus more rubber
gets laid down so it's easier to drive high or low.
Cart has found recently that even different rubber compounds affects
their lap times. For Instance when they share a weekend with the Trans Am
cars, they have to waste a set of tires scrubbing the Trans Am rubber and
covering it with the CART Spec rubber.
This, as is my usual, is an oversimplification, but does cover the
basics. For a sim like Nr2k3 to deal with a groove, we'd have to have some
code for the track surface that deals with increased rubber...i.e. for X
amount of cars and XX amount of laps the track surface gets .xxx gripier,
but only were the cars are running so that the center of the groove might
be .xxxx grippy but the edges might be only .xx. Clear?
lol
dave henrie
Quoted text (24 lines)
> In article <8Ws1c.94$[email hidden]>, JP <[email hidden]> > writes >> >>Peter Ives <[email hidden]> wrote in >>> > >>> > >>> In my experience with NR2003, if you go wider than the darkened groove >>> the grip reduces drastically. So, depending on how wide the groove is, >>> that's how much choice you've got when choosing a line through the >>> corners. This is when running the non-SS tracks, of course. It may >>> well be there in the SS tracks as well, but because of the steeper >>> banking, it doesn't show as much. >>> -- >>> Peter Ives (AKA Pete Ivington) >>> Remove ALL_STRESS before replying via email >>> If you know what's good for you, don't listen to me :) >>> GPLRank Joystick -50.63 Wheel -25.01 >> >>Yep, exactly. Problem is, that's not how it is at several of the actual >>tracks during actual racing <g> >> >> > So is the groove just wider in some of the actual tracks and that's why > they can run several lines on them?[email hidden] (EldredP) wrote in
news:[email hidden]:
> I find the <fast> setups very LOOSE. I'm constantly trying to keep from
> spinning out...
> I must be the only one who feels that way.
>
> Eldred
nope...some tracks are ok, but I often have to drop the trackbar a notch
or two or my backside is facing the fans in no time. yer not alone.
dave henrie
JP wrote:
He sucks at road courses though.... :-D
Beers and cheers
(uncle) Goy
"goyl at nettx dot no"
http://www.theuspits.com
"A man is only as old as the woman he feels........"
--Groucho Marx--
Quoted text (13 lines)
> > Hehe.....can't wait until some of the guys here try to tell this guy he > can't/doesn't know how to run the high line. He's forgot more about sim > racing than this whole ng probably knows <g> > > Bill Bollinger <[email hidden]> wrote in message > news:[email hidden]... > > Snuh? You need to run the DegaBR track to see if his outside line style > > works. I can tell you that we can make tracks that "race" like real life. > > They are being done already. The problem is that few people know about it > > yet. I don't think it will be popular until someone comes out with a > total > > "mod" that has all of the tracks fixed at one time, not just one track atOn Thu, 04 Mar 2004 21:05:33 +0100, Goy Larsen <[email hidden]>
wrote:
>He sucks at road courses though.... :-D
I'm waiting for the final mod.
Jason
In article <0Bv1c.22360$[email hidden]>, "Jan Verschueren"
<[email hidden]> writes:
>You have to realise, Fran�ois, there's only six reasonably good drivers in
>RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*) and we're not
>up to VRW standard. Also we're stuck with either the <fast> or <expert>
>setup, neither of which is ideal.
Um, I think you meant to put someone else's name where you put mine. I'm
flattered, but I'm nowhere NEAR as good as the others you mentioned... It's a
goal, though. :-)
Eldred
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In article <aPv1c.109$[email hidden]>, "JP" <[email hidden]>
writes:
> Sort of; can run there, just not worth a damn. And it has nothing to do
>with the setup being used. I never got a response for a clip showing a
>clean 40 car online race as a poster was mentioning the other day.
I think the 'clean' 40 car online race that he meant was dealing with net code.
Meaning you could have that many cars without warp taking out half the field.
Now, *drivers* not taking out half the field is a different story.<g>
Eldred
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The point Bill is trying to get across with regards to the BR tracks
is that they have managed to increase the grip factor to the upper
groove of the 2 SS tracks that I've tested. In real life, once the
upper groove is worked in by cars running there and laying rubber
down, I'm not so sure the grip factor between the 2 lines is much
different. The difference is, the upper groove allows a driver to
carry more speed through the turn simply because of the radius of the
turn itself, which compensates for the larger circumference of the
oval he drivers vs the lower line.
I've only tested the DaytonaBR track, with positive results I might
add. The end result is more side by side racing, and while the the
grip factors in the BR tracks may not reflect real life physics, it
improves the quality of online racing, and that's all that matters to
me.
I'm not affiliated with BR, but if you'de like to take a look their
site is http://www.brianring.net/NR2003.html.
On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger"
<[email hidden]> wrote:
Quoted text (10 lines)
>Snuh? You need to run the DegaBR track to see if his outside line style >works. I can tell you that we can make tracks that "race" like real life. >They are being done already. The problem is that few people know about it >yet. I don't think it will be popular until someone comes out with a total >"mod" that has all of the tracks fixed at one time, not just one track at a >time. > > >Bill Bollinger >www.gsxn.com
"Jan Verschueren" <[email hidden]> wrote in message
news:0Bv1c.22360$[email hidden]...
not
????
Jan's drunk.
David G Fisher
Quoted text (8 lines)
> "ymenard" wrote... > > > <snip> > > But then again just watch the VRW guys run multiple grooves > > during their online race. It's the drivers/setups that are > > at fault if you can't do it that way. > > You have to realise, Fran�ois, there's only six reasonably good drivers in > RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*) and we'reQuoted text (8 lines)
> up to VRW standard. Also we're stuck with either the <fast> or <expert> > setup, neither of which is ideal. > > Jan ;-)) > =--- > > (*): I'd count Robert Huggings among those if he ever got any real > opposition. Well, the tracks(among other things; it is just a game) don't reflect real
life physics as is, so this shouldn't be a problem <g>
T. Wortman <[email hidden]> wrote in message
news:[email hidden]...
life.
> >They are being done already. The problem is that few people know aboutit
> >yet. I don't think it will be popular until someone comes out with atotal
> >"mod" that has all of the tracks fixed at one time, not just one track ata
> >time.
> >
> >
> >Bill Bollinger
> >www.gsxn.com
>
Quoted text (24 lines)
> The point Bill is trying to get across with regards to the BR tracks > is that they have managed to increase the grip factor to the upper > groove of the 2 SS tracks that I've tested. In real life, once the > upper groove is worked in by cars running there and laying rubber > down, I'm not so sure the grip factor between the 2 lines is much > different. The difference is, the upper groove allows a driver to > carry more speed through the turn simply because of the radius of the > turn itself, which compensates for the larger circumference of the > oval he drivers vs the lower line. > > I've only tested the DaytonaBR track, with positive results I might > add. The end result is more side by side racing, and while the the > grip factors in the BR tracks may not reflect real life physics, it > improves the quality of online racing, and that's all that matters to > me. > > I'm not affiliated with BR, but if you'de like to take a look their > site is http://www.brianring.net/NR2003.html. > > On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger" > <[email hidden]> wrote: > > >Snuh? You need to run the DegaBR track to see if his outside line style > >works. I can tell you that we can make tracks that "race" like real"EldredP" wrote...
> > <snip>
> Um, I think you meant to put someone else's name where you put
> mine. I'm flattered, but I'm nowhere NEAR as good as the others
> you mentioned... It's a goal, though. :-)
No mistake... I just use different criteria than most people (including
yourself it seems). Guys like Ginger, Neil and Brian have all their ducks in
a row, obviously, but IMO they're still good drivers first and quick second.
Jan.
=---
"David G Fisher" wrote...
> > <snip>
> ????
>
> Jan's drunk.
No, just a realist. Which bit don't you understand, David? -If it's the
remark about Robert, that's easily explained. Most races he's been in nobody
was able to push him hard enough for me to determine whether he's a good
driver or not.
My shortlist is a combination of their performance in areas which I regard
as important for an online racer (and which speed doesn't factor into... we
don't need natural speed to sustain our "career") and my perception of their
racecraft, intelligence and situational awareness, which is not as easily
explained.
Jan.
=---
In article <[email hidden]>, Dave
Henrie <[email hidden]> writes
Clear enough. :) Only one small problem with that excellent idea.
You'd also have to make the AI drivers vary their lines through the
corners in order to find the ideal one, instead of pre-determining their
line in the track files.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Quoted text (8 lines)
> > This, as is my usual, is an oversimplification, but does cover the >basics. For a sim like Nr2k3 to deal with a groove, we'd have to have some >code for the track surface that deals with increased rubber...i.e. for X >amount of cars and XX amount of laps the track surface gets .xxx gripier, >but only were the cars are running so that the center of the groove might >be .xxxx grippy but the edges might be only .xx. Clear? >In article <[email hidden]>, Uwe =?iso-
8859-15?Q?Sch=FCrkamp?= <[email hidden]> writes
Sorry, was refering to NR2003, only.
--
Peter Ives (AKA Pete Ivington)
Remove ALL_STRESS before replying via email
If you know what's good for you, don't listen to me :)
GPLRank Joystick -50.63 Wheel -25.01
Quoted text (14 lines)
>On Thu, 4 Mar 2004 01:19:28 +0000, Peter Ives wrote: > >> Only way of saving it with any consistency, I've found, is to hit the >> brakes. How hard you need to do this will depend of how far gone the >> car is and its guaranteed to f**k-up your tyres if you have to do so for >> more than a fraction of a second, and of course, doing this in traffic >> can cause other problems, especially online. :) > >Not in F1C, though. Tyre wear is next to non-existent on the standard >setting ("1x"), I really have no idea what ISI was thinking when they >"modelled" tyre wear in F1C. But then again, maybe I'm just not going >fast enough in F1C to wear down the tyres noticeably over 20 laps >(even on soft rubber ;-) >Quoted text (14 lines)
>> >> This, as is my usual, is an oversimplification, but does cover the >>basics. For a sim like Nr2k3 to deal with a groove, we'd have to have >>some code for the track surface that deals with increased >>rubber...i.e. for X amount of cars and XX amount of laps the track >>surface gets .xxx gripier, but only were the cars are running so that >>the center of the groove might be .xxxx grippy but the edges might be >>only .xx. Clear? >> > > Clear enough. :) Only one small problem with that excellent idea. > You'd also have to make the AI drivers vary their lines through the > corners in order to find the ideal one, instead of pre-determining > their line in the track files.This is a holdover from GPL's infamous "stab save" (Kaemmer's descrip), a
totally unrealistic way of stopping the car from rotating. It works great
in GPL, much less well in N2003...but it's still there.
"Peter Ives" <[email hidden]> wrote in message
news:QNc$[email hidden]...
even a
> >>slight one, that can ruin a lap or a race. If someone gets sim'training'
> >>with those F1 cars, the TA and Cup cars in N2003 seem quite a biteasier.
happens
> >it's gone - I can't save it. Full opposite lock can't bring it back inline.
Quoted text (7 lines)
> In article <[email hidden]>, EldredP > <[email hidden]> writes > >In article <[email hidden]>, "David G Fisher" > ><[email hidden]> writes: > > > >>What I mean is that it's very difficult to drive the F1 cars fast, and > >>string together a lot of fast laps. It's very easy to make a mistake,Quoted text (8 lines)
> >>They physics are good in both, but the F1 cars are much more of a > >challenge. > >> > > > >Ah, ok. My problem with the F1 is that the car breaks loose without any > >(noticeable) warning. I'm backwards into a wall before I know what's > >happened. > > With the cup cars, I can feel the car breaking loose, but once thatQuoted text (15 lines)
> >I agree that F1 cars are more of a challenge, but the cup cars are a > >challenge > >to me as well. > > > > Only way of saving it with any consistency, I've found, is to hit the > brakes. How hard you need to do this will depend of how far gone the > car is and its guaranteed to f**k-up your tyres if you have to do so for > more than a fraction of a second, and of course, doing this in traffic > can cause other problems, especially online. :) > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -25.01Yes, no doubt I had the best car in VRW at the Rock this year.
Bill Bollinger
www.gsxn.com
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (8 lines)
> On Thu, 4 Mar 2004 07:13:29 -0500, "Bill Bollinger" > <[email hidden]> wrote: > > >I run in VRW and had the best car at the Rock race this year > > Really..... > > JasonI guess that is why Dale Jr. just posted on his site that it is more
accurate. He wouldn't know would he?
Bill Bollinger
www.gsxn.com
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (11 lines)
> On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger" > <[email hidden]> wrote: > > >Snuh? You need to run the DegaBR track to see if his outside line style > >works. > > Depends on what you mean by 'works' I guess. I don't see how building > a track with more grip outside of the main groove is improving the > accuracy of the sim at all, but I guess YMMV. > > JasonThe high groove will NOT work at dega or daytona. Chris Shearburn and
myself proved that at the last Dega race in VRW. NO ONE would have passed
us on the high line unless it was 4 on 2. The high line does NOT work, that
is why all of the big time SS only leagues have switched tracks to the BR
series.
Bill Bollinger
www.gsxn.com
"Mitch_A" <[email hidden]> wrote in message
news:1LI1c.33428$[email hidden]...
> Youre dreamin frankie ole boy. Ive ran at one time or another most of the
> guys in VRW and you act like they have some kind of special skills ormagic
it
Quoted text (14 lines)
> potions. Most arent any different than anyone here except they spend more > time and effort getting fast (than I do anyway). Ego's rule in that deal. > > The high groove works good on dega and daytona if ya get a few guys that > hang in up there. The "Rock"? No way does the high line work and if you > insist you'll just lose what little credibility you still have... > > Mitch > > "ymenard" <[email hidden]> wrote in message > news:C3v1c.16637$[email hidden]... > > > > But then again just watch the VRW guys run multiple grooves during their > > online race. It's the drivers/setups that are at fault if you can't doQuoted text (15 lines)
> > that way. > > > > > > > > > > > > > > -- > > -- Fran�ois M�nard <ymenard> > > -- This announcement is brought to you by the Shimago-Dominguez > > Corporation - helping America into the New World... > > > > > >I can't even pit to save my life either LOL!
Bill Bollinger
www.gsxn.com
"Goy Larsen" <[email hidden]> wrote in message
news:[email hidden]...
>
>
> JP wrote:
> >
> > Hehe.....can't wait until some of the guys here try to tell this guyhe
> > can't/doesn't know how to run the high line. He's forgot more aboutsim
> > racing than this whole ng probably knows <g>
> >
> > Bill Bollinger <[email hidden]> wrote in message
> > news:[email hidden]...
> > > Snuh? You need to run the DegaBR track to see if his outside linestyle
> > > works. I can tell you that we can make tracks that "race" like reallife.
> > > They are being done already. The problem is that few people knowabout it
> > > yet. I don't think it will be popular until someone comes out with a
> > total
> > > "mod" that has all of the tracks fixed at one time, not just one trackat
Quoted text (12 lines)
> > He sucks at road courses though.... :-D > > > Beers and cheers > (uncle) Goy > "goyl at nettx dot no" > > http://www.theuspits.com > > "A man is only as old as the woman he feels........" > --Groucho Marx--
"Jan Verschueren" <[email hidden]> wrote in message
news:XSP1c.23471$[email hidden]...
nobody
> was able to push him hard enough for me to determine whether he's a good
> driver or not.
>
> My shortlist is a combination of their performance in areas which I regard
> as important for an online racer (and which speed doesn't factor into...we
> don't need natural speed to sustain our "career") and my perception oftheir
> racecraft, intelligence and situational awareness, which is not as easily
> explained.
>
> Jan.
To be honest, I thought there was a good chance you were just trying to stir
things up as a joke when you said, "You have to realise, Fran�ois, there's
only six reasonably good drivers in
RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*)"
There are plenty of good drivers (not just reasonably good) in RASCAR.
Whether they take offense to your comment and respond is up to them. I know
I do....and I'm going to respond (surprise!).
Just to make sure I wasn't going crazy, I just looked at our most recent
Winter Series results, and I finished fourth (7 points behind third place).
This despite being disco'd twice, once while in a strong first at IRP (was
running stronger in that race than in any RASCAR oval race ever btw---ended
up 15th), and being punted out of third at Kyalami (6 seconds behind first)
with 6 laps to go, which ended my race at 11th. The lapped driver who hit me
immediately accepted responsibility for what he did (by yelling at himself
on TS), and apologized at the forum. I also had a screen freeze put me into
the wall at Sebring when I was two seconds behind the first place driver,
and another later which put me into the wall again (ended up 7th due to
damage). If I throw out one of the discos (since the others ahead of me each
missed a race, but had no discos that I could find), I still probably lost
85 points due to connection problems alone.
I'm not even "reasonably good" though.
The Winter Series oval truck tracks/setups were new to all of us. I finished
as strong as Neil and Ginger on the ovals (Robert was #1, and Brian was
excellent), and Neil, Ginger and I were clearly the top 3 on the road
courses whether it was practice times, qualifying, or the races. Look at the
results at the web site, or the more detailed results posted here at ras
every week.
The guys you mention are *excellent*, excellent drivers. There's no debate
about that. I'm sure they know I think *very* highly of them, and have a
great time racing against them each week.
I doubt I'll ever understand how you perceive what goes on on the track in
RASCAR, but I know myself (and I'm confident others in RASCAR) have to laugh
when you say most of us aren't even reasonably good, but *you* are. Hate to
say it, but I can think of a number of RASCAR drivers who I'd rate above
you, even when speed is completely taken out of the equation. You shouldn't
be irked by that statement, considering what you've said.
"You have to realise, Fran�ois, there's only six reasonably good drivers in
RASCAR: Neil, Ginger, Mark, Brian Oster, Eldred and myself(*)"
That above quote by you ranks right up there with some of Simmons' most
obnoxious all-timers.
David G Fisher
Quoted text (8 lines)
> "David G Fisher" wrote... > > > <snip> > > ???? > > > > Jan's drunk. > > No, just a realist. Which bit don't you understand, David? -If it's the > remark about Robert, that's easily explained. Most races he's been inI read at a forum (not sure which one) that he said recently on his web site
that the real Cup cars have more grip than they do in the game.
Anyone know for sure if he said this?
David G Fisher
"Bill Bollinger" <[email hidden]> wrote in message
news:[email hidden]...
style
Quoted text (13 lines)
> I guess that is why Dale Jr. just posted on his site that it is more > accurate. He wouldn't know would he? > > Bill Bollinger > www.gsxn.com > > > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger" > > <[email hidden]> wrote: > > > > >Snuh? You need to run the DegaBR track to see if his outside lineQuoted text (9 lines)
> > >works. > > > > Depends on what you mean by 'works' I guess. I don't see how building > > a track with more grip outside of the main groove is improving the > > accuracy of the sim at all, but I guess YMMV. > > > > Jason > >Sorry, I missed a lot of this thread.
This is an addon for N2003?
How do you load it? Just run the executable?
Thanks!
Yes...
Kevin (aka tlgtr)
****
Zip slowly, medical statistics show that over 100,000 people are injured
annually by their clothing.
Be sure to read the Readme file as there are a couple of steps to do after you
do the install, before you run the mod the first time.
Kevin (aka tlgtr)
****
Zip slowly, medical statistics show that over 100,000 people are injured
annually by their clothing.
Thanks. I have an exe file. Does it unpack to an install directory with a
readme file?
I just bought N2003 and haven't played it much. It looks great though!
"TlgtrProd" <[email hidden]> wrote in message
news:[email hidden]...
> Be sure to read the Readme file as there are a couple of steps to do afteryou
Quoted text (8 lines)
> do the install, before you run the mod the first time. > > > Kevin (aka tlgtr) > **** > Zip slowly, medical statistics show that over 100,000 people are injured > annually by their clothing. >I didnt qualify how many it takes to make the high line work did I? It
works if you get a few guys to stick with it high. Will two guys high pass
3 guys low, no. Will three guys high pass 2 guys low, yea Ive done it and
seen it many many times.
Mitch
"Bill Bollinger" <[email hidden]> wrote in message
news:[email hidden]...
> The high groove will NOT work at dega or daytona. Chris Shearburn and
> myself proved that at the last Dega race in VRW. NO ONE would have passed
> us on the high line unless it was 4 on 2. The high line does NOT work,that
Quoted text (7 lines)
> is why all of the big time SS only leagues have switched tracks to the BR > series. > > Bill Bollinger > www.gsxn.com > >It worked perfectly in N4 :-)
Not so good now but yea it's still there.
Mitch
"Steve Smith" <[email hidden]> wrote in message
news:SKZ1c.123456$%[email hidden]...
> This is a holdover from GPL's infamous "stab save" (Kaemmer's descrip), a
> totally unrealistic way of stopping the car from rotating. It works great
> in GPL, much less well in N2003...but it's still there.
>
Just to stay within the scope of this segment of the thread. Rockingham
DOESNT have an upper line period, unlike what Frankie described. There is
the small footprint of the whirlpool effect but its so small it doesnt
effect the high line.
Dega and Tona do have a high line under the right circumstances.
Mitch
> "Bill Bollinger" <[email hidden]> wrote in message
> news:[email hidden]...
> > The high groove will NOT work at dega or daytona. Chris Shearburn and
> > myself proved that at the last Dega race in VRW. NO ONE would havepassed
> > us on the high line unless it was 4 on 2. The high line does NOT work,
> that
> > is why all of the big time SS only leagues have switched tracks to theBR
Quoted text (8 lines)
> > series. > > > > Bill Bollinger > > www.gsxn.com > > > > > >David G Fisher wrote:
...
> To be honest, I thought there was a good chance you were
> just trying to stir things up as a joke
I don't know what you're complaining about. At least he recognized that
there are other racers in RASCAR, and didn't say everybody but himself
are hotlappers <g>
Achim
Dont take it to personal. There was a time this may have upset me, now that
we know Jan's political motives I can accept it for what its worth. Squat
;)
Mitch
"David G Fisher" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (8 lines)
> > "Jan Verschueren" <[email hidden]> wrote in message > news:XSP1c.23471$[email hidden]... > > "David G Fisher" wrote... > > > > <snip> > > > ???? > > > > > > Jan's drunk.I seem to remember that the exe finds your version of NR03 and install to
there...no temp directory...I think?
Kevin (aka tlgtr)
****
Zip slowly, medical statistics show that over 100,000 people are injured
annually by their clothing.
On Fri, 05 Mar 2004 15:42:17 GMT, "ZeeOhSix"
<[email hidden]> wrote:
>Thanks. I have an exe file. Does it unpack to an install directory with a
>readme file?
>I just bought N2003 and haven't played it much. It looks great though!
It will automatically search for your N2003 directory. If it doesn't
find it, just browse to it (after you run the installer), as that's
where the installer needs to be pointed.
It will create a launcher, but you don't need to use it unless you
want to use the PWF soundpacks or the triangle-shaped dash.
Jason
On Fri, 5 Mar 2004 08:35:56 -0500, "Bill Bollinger"
<[email hidden]> wrote:
>I guess that is why Dale Jr. just posted on his site that it is more
>accurate. He wouldn't know would he?
Which forum is that in? I don't see that post.
Jason
thank you very much.
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
> On Fri, 05 Mar 2004 15:42:17 GMT, "ZeeOhSix"
> <[email hidden]> wrote:
>
> >Thanks. I have an exe file. Does it unpack to an install directory witha
Quoted text (11 lines)
> >readme file? > >I just bought N2003 and haven't played it much. It looks great though! > > It will automatically search for your N2003 directory. If it doesn't > find it, just browse to it (after you run the installer), as that's > where the installer needs to be pointed. > > It will create a launcher, but you don't need to use it unless you > want to use the PWF soundpacks or the triangle-shaped dash. > > Jason"Mitch_A" wrote...
> Dont take it to personal. There was a time this may have
> upset me, now that we know Jan's political motives I can
> accept it for what its worth. Squat ;)
Here we go... "Jan doesn't like me so everything he says is just to
spite/overthrow me".
Bullshit Mitch, pure horsepucky and you know it.
There is a reason there are a lot of yellows at difficult tracks and that
reason is the general standard of driving and, worse still, driver
application is average to poor. Some of that may be structural, but some of
that can be changed.
Everyone needs to be critical of their own driving all the time. I'm sure my
selection is (Eldred may be doing it for the wrong reason, I don't know, but
he's doing it). Others may or may not be, or maybe I didn't notice it, yet.
I had no real motive(*) when I posted the original message (ok, I'll admit
there is an in-joke for Fran�ois in it, but not on the obvious level) and
it's not like there's no close runners up to that list, but looking back on
it I'm very pleased with the implied meaning of "reasonably good". -If this
jarrs or insults the other drivers and they go out an actually prove me
wrong over the next couple races, I'll be the happiest bunny in RASCAR.
Jan.
=---
(*)Rem.: like I've said before, I have no time to busy myself with managing
any aspect of the series, so I consider any impression of me campaigning
against you to be paranoia on your part. We just disagree on some issues,
which you seem to be less comfortable with than I am.
I may or may not get around to elaborating and explaining my views on track
safety in the online environment some more as work is terrible at the moment
and I have some extra online duties.
On 04 Mar 2004 00:41:38 GMT, [email hidden] (EldredP) wrote:
>Ah, ok. My problem with the F1 is that the car breaks loose without any
>(noticeable) warning. I'm backwards into a wall before I know what's happened.
> With the cup cars, I can feel the car breaking loose, but once that happens
>it's gone - I can't save it. Full opposite lock can't bring it back in line.
>I agree that F1 cars are more of a challenge, but the cup cars are a challenge
>to me as well.
Mid-engined cars (generally) = better performance but less margin for
error.
Jason
Lol, I've been wondering if that would come up. Wonder if those here who
go by the "Jr. likes it" comments a week or so ago still go by that, or will
change their tune..........again, lol
Bill Bollinger <[email hidden]> wrote in message
news:[email hidden]...
style
Quoted text (13 lines)
> I guess that is why Dale Jr. just posted on his site that it is more > accurate. He wouldn't know would he? > > Bill Bollinger > www.gsxn.com > > > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger" > > <[email hidden]> wrote: > > > > >Snuh? You need to run the DegaBR track to see if his outside lineQuoted text (9 lines)
> > >works. > > > > Depends on what you mean by 'works' I guess. I don't see how building > > a track with more grip outside of the main groove is improving the > > accuracy of the sim at all, but I guess YMMV. > > > > Jason > > Hehe.........I seem to remember something along the lines that the Cup
series was the most unrealistic of the three according to him, at that site.
David G Fisher <[email hidden]> wrote in message
news:[email hidden]...
> I read at a forum (not sure which one) that he said recently on his website
Quoted text (33 lines)
> that the real Cup cars have more grip than they do in the game. > > Anyone know for sure if he said this? > > David G Fisher > > "Bill Bollinger" <[email hidden]> wrote in message > news:[email hidden]... > > I guess that is why Dale Jr. just posted on his site that it is more > > accurate. He wouldn't know would he? > > > > Bill Bollinger > > www.gsxn.com > > > > > > "Jason Moyer" <[email hidden]> wrote in message > > news:[email hidden]... > > > On Thu, 4 Mar 2004 07:19:00 -0500, "Bill Bollinger" > > > <[email hidden]> wrote: > > > > > > >Snuh? You need to run the DegaBR track to see if his outside line > style > > > >works. > > > > > > Depends on what you mean by 'works' I guess. I don't see how building > > > a track with more grip outside of the main groove is improving the > > > accuracy of the sim at all, but I guess YMMV. > > > > > > Jason > > > > > >
Jason Moyer <[email hidden]> wrote in message
news:[email hidden]...
Right on his site's forums, front and center. Here is the post.
Just recently our server started using BrianRings SS tracks. As with any new
track we were as skeptical as most about how well received a new track would
be. One thing being different about these tracks is they had a cult
following of sorts already. We enjoyed the SS tracks right from the get go.
Our minds soon began to wonder what other tracks could benefit from these
changes. In time we heard BrianRing had released "The Rock" a version of
Rockingham. We began testing this track and again, found it to be much more
realistic than the original track. Martin Truex and I began talking about
what other tracks could use these changes. Obviously multigroove racing
would be great everywhere, but we are hard core racers who wish for
realistic environments. So with that in mind, we have decided to offer up
our opinion to BrianRing about what tracks within the game could use his
help the most. Starting with 3 groove tracks.
1. Atlanta - We run slam against the wall these days, at no more than 10
laps into a tire run. This track makes the top if the list.
2. Michigan - This track seems to offer three groove racing every time we go
there. With it being an online fav we pushed it up to #2.
3. Dover - The last of our choices of three groove tracks. Dover is in
serious need of an overhaul. 80% of this track is pretty much useless at
this point.
Now on to the two groove tracks.
1. Darlington - Really, the only thing Darlington needs is a little help up
high in turns 3-4.
2. California - Over the last 2 years Cali has developed a nice middle
groove.
3. Martinsville - With the grinding of the bottom groove, the top groove is
the preferred line now. Totally the opposite from the game version.
4. Richmond - Richmond has always had a second groove as long as I have run
there. A help with grip entering turn 1 would be nice.
5. Kansas - This track developed a second groove just recently, the game is
really close to offering on, and a small change would be all she needs.
6. Lowes - Lowes has a nice middle and even a third groove in turns 3-4.
Turns 1-2 are basically one groove corners, The game is real close in turns
1-2.
7. Chicagoland - This place is one of the tracks the needs the least help. I
little grip added to a middle groove would make this place much more
enjoyable.
8. Las Vegas - The bottom always seems fast here, but a second groove is
usable. Not at the top of the list by any means.
We understand that the team over at BrianRing probably doesn't plan on
redoing all these tracks. As BrianRing has stated, not all the tracks in the
game can benefit from such changes. This thread is merely two professional
drivers opinions. We only hope that BrianRing takes this into consideration
in planning any future releases. If anyone can pass this post along to the
folks at BrianRing.... we'd all appreciate it.
DMP-Jr
Quoted text (9 lines)
> On Fri, 5 Mar 2004 08:35:56 -0500, "Bill Bollinger" > <[email hidden]> wrote: > > >I guess that is why Dale Jr. just posted on his site that it is more > >accurate. He wouldn't know would he? > > Which forum is that in? I don't see that post. > > JasonIn article <[email hidden]>,
[email hidden] (TlgtrProd) writes:
>Be sure to read the Readme file as there are a couple of steps to do after
>you
>do the install, before you run the mod the first time.
>
Are there? Oops, I don't remember doing anything but installing...
Eldred
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In article <[email hidden]>, "David G Fisher"
<[email hidden]> writes:
>I read at a forum (not sure which one) that he said recently on his web site
>that the real Cup cars have more grip than they do in the game.
>
>Anyone know for sure if he said this?
Didn't someone say that about GPL as well? I wonder if it's a case of not
being *able* to give the same grip in the game(s), or choosing NOT to...?
Eldre
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In article <[email hidden]>, [email hidden] (Jason
Moyer) writes:
It seems that others can save a car that's stepped out on them, but I can't.
Now, maybe they're using the 'stab' technique that's been mentioned. Without
seeing a replay, I don't know. Since N2k3 shows brake/throttle input, that
might help me determine what I'm doing wrong. I ran a race at Vegas last night
in the Cup cars, and had a handful all night. I *really* need to figure out
what's going on(hardware,controller, or display problems). That was NOT fun,
and I was almost 2 seconds per lap slower than the next car up...
Eldred
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Quoted text (14 lines)
>On 04 Mar 2004 00:41:38 GMT, [email hidden] (EldredP) wrote: > >>Ah, ok. My problem with the F1 is that the car breaks loose without any >>(noticeable) warning. I'm backwards into a wall before I know what's >happened. >> With the cup cars, I can feel the car breaking loose, but once that happens >>it's gone - I can't save it. Full opposite lock can't bring it back in >line. >>I agree that F1 cars are more of a challenge, but the cup cars are a >challenge >>to me as well. > >Mid-engined cars (generally) = better performance but less margin for >error.On Fri, 5 Mar 2004 09:34:33 -0500, "David G Fisher"
<[email hidden]> wrote:
>I read at a forum (not sure which one) that he said recently on his web site
>that the real Cup cars have more grip than they do in the game.
>
>Anyone know for sure if he said this?
Yes he did. I agree with him.
IMHO top speeds in N2003 are too high and cornering speeds are too
low. The lines you drive in the trucks are a lot closer to reality
for cup cars, going by interviews and television coverage, altho the
power to grip ratio seems a tad low (comparing CTS-physics to cup cars
not trucks). This would possibly explain why road course and short
track times tend to be higher than reality while speedway times are
faster. In reality, the cup cars can drive a track like Atlanta flat
out for the first few laps of a tire run, yet their times are slower
than what we see in the sim. If I had to guess, I'd guess that both
drag and grip are still too low, even post-patch.
Jason
On 06 Mar 2004 01:18:37 GMT, [email hidden] (EldredP) wrote:
Do you have n2003 replay analyzer? If you enable full telemetry in
that and save a replay, you can see graphs of driver inputs. Might be
useful for troubleshooting a possible controller problem.
Jason
Quoted text (7 lines)
>It seems that others can save a car that's stepped out on them, but I can't. >Now, maybe they're using the 'stab' technique that's been mentioned. Without >seeing a replay, I don't know. Since N2k3 shows brake/throttle input, that >might help me determine what I'm doing wrong. I ran a race at Vegas last night >in the Cup cars, and had a handful all night. I *really* need to figure out >what's going on(hardware,controller, or display problems). That was NOT fun, >and I was almost 2 seconds per lap slower than the next car up...On Mon, 01 Mar 2004 16:34:53 GMT, "Mitch_A" <[email hidden]> wrote:
Blame Sierra if anyone, altho I'm sure if they had a choice they would
have paid to renew.
I still can't believe nascar signed an exclusive software agreement.
I just can't see that they're making more money off 1 license than
they were when EA, Sierra, and Infogrames were all buying licenses.
On the other hand, if they are making more than that, I guess we know
why they Sierra wasn't willing to compete.
Jason
Quoted text (12 lines)
>LOL > >Hardly though :-) > >I want the "best" possible SIM regardless of who makes it. "Sim fanboy" > >Papy's NR2003 just has that "been there done that feel" to me. What more >can I say? I'd much rather be talking about brake wear and such with NR2004 >but we got F*^&ed. I for one won't be running NR2003 this time next year so >Im always on the lookout for something better. Im not bashing Papy (except >not paying for the rights) but there stuff is just old and full of holes. I >dont wear blinders.On Mon, 01 Mar 2004 18:09:26 GMT, "Mitch_A" <[email hidden]> wrote:
>There is nothing wrong with NR2003 per se, it's getting long in the tooth
>and I want something better.. IMO the N4 game engine is too limited and
>full of holes. They have made it better every version for sure and I
>cant/wont deny that. My problem is the weaknesses are glaring and arent
>going to be fixed anytime soon so we need an alternative. At this point
>Papy ISNT the alternative.
I wouldn't say that until we see their next product. Since they're
incopoating Havoc physics into their engine for their next sim, I'm
expecting it may have a few growing pains, but I wouldn't count them
out until we see what they're doing next.
Jason
On Tue, 2 Mar 2004 17:28:58 -0600, "JP" <[email hidden]> wrote:
> My, you're an angry young man. Hate being shown to be wrong on something
>don't you ?
I love being shown wrong. Unfortunately, you just spew nonsense on
here which takes away time I could be having constructive arguments
with Mitch or Dave, and possibly learning something in the process.
Hence the fact I tend to not even read your replies anymore.
Jason
>Do you have n2003 replay analyzer? If you enable full telemetry in
>that and save a replay, you can see graphs of driver inputs. Might be
>useful for troubleshooting a possible controller problem.
No I don't. I hadn't decided to shell out for it yet. However, if Martin and
Jonas saw fit to send me an 'evaluation/testing' copy, I wouldn't
complain...<g>
But how would that help troubleshoot a controller problem? Different rates of
turning might be because of someone else having a different steering lock than
I do. Not saying the program won't help, but not understanding that part...
Eldred
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Jason Moyer <[email hidden]> wrote in message
news:[email hidden]...
> On Tue, 2 Mar 2004 17:28:58 -0600, "JP" <[email hidden]> wrote:
>
> > My, you're an angry young man. Hate being shown to be wrong onsomething
That's supposed to make me upset or something, right ? That you don't
read my replies ? Sorry, anyone that says "are you fucking stupid" to me
gets the respect they deserve.
Quoted text (8 lines)
> >don't you ? > > I love being shown wrong. Unfortunately, you just spew nonsense on > here which takes away time I could be having constructive arguments > with Mitch or Dave, and possibly learning something in the process. > Hence the fact I tend to not even read your replies anymore. > > JasonIt will NOT happen with two studs on the bottom.
"Mitch_A" <[email hidden]> wrote in message
news:wd12c.6260$[email hidden]...
> I didnt qualify how many it takes to make the high line work did I? It
> works if you get a few guys to stick with it high. Will two guys highpass
passed
> > us on the high line unless it was 4 on 2. The high line does NOT work,
> that
> > is why all of the big time SS only leagues have switched tracks to theBR
Quoted text (9 lines)
> 3 guys low, no. Will three guys high pass 2 guys low, yea Ive done it and > seen it many many times. > > Mitch > > "Bill Bollinger" <[email hidden]> wrote in message > news:[email hidden]... > > The high groove will NOT work at dega or daytona. Chris Shearburn and > > myself proved that at the last Dega race in VRW. NO ONE would haveQuoted text (8 lines)
> > series. > > > > Bill Bollinger > > www.gsxn.com > > > > > >http://www.dmp-trucks.com/phpbb/viewtopic.php?t=1794
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
Quoted text (9 lines)
> On Fri, 5 Mar 2004 08:35:56 -0500, "Bill Bollinger" > <[email hidden]> wrote: > > >I guess that is why Dale Jr. just posted on his site that it is more > >accurate. He wouldn't know would he? > > Which forum is that in? I don't see that post. > > JasonFixing that straight away speeds and cornering speeds can be fixed with
track edits. We can also make two groove tracks.
Bill Bollinger
www.gsxn.com
"Jason Moyer" <[email hidden]> wrote in message
news:[email hidden]...
> On Fri, 5 Mar 2004 09:34:33 -0500, "David G Fisher"
> <[email hidden]> wrote:
>
> >I read at a forum (not sure which one) that he said recently on his website
Quoted text (18 lines)
> >that the real Cup cars have more grip than they do in the game. > > > >Anyone know for sure if he said this? > > Yes he did. I agree with him. > > IMHO top speeds in N2003 are too high and cornering speeds are too > low. The lines you drive in the trucks are a lot closer to reality > for cup cars, going by interviews and television coverage, altho the > power to grip ratio seems a tad low (comparing CTS-physics to cup cars > not trucks). This would possibly explain why road course and short > track times tend to be higher than reality while speedway times are > faster. In reality, the cup cars can drive a track like Atlanta flat > out for the first few laps of a tire run, yet their times are slower > than what we see in the sim. If I had to guess, I'd guess that both > drag and grip are still too low, even post-patch. > > JasonAre you trying to tell me something Bill ;)
"Bill Bollinger" <[email hidden]> wrote in message
news:[email hidden]...
and
> > seen it many many times.
> >
> > Mitch
Quoted text (9 lines)
> It will NOT happen with two studs on the bottom. > > > "Mitch_A" <[email hidden]> wrote in message > news:wd12c.6260$[email hidden]... > > I didnt qualify how many it takes to make the high line work did I? It > > works if you get a few guys to stick with it high. Will two guys high > pass > > 3 guys low, no. Will three guys high pass 2 guys low, yea Ive done it"David G Fisher" wrote...
No shit, Holmes...
> Just to make sure I wasn't going crazy, I just looked at our
> most recent Winter Series results, <snip recent acchievements>
> I'm not even "reasonably good" though.
Sucks, doesn't it? <g>
> The Winter Series oval truck tracks/setups were new to
> all of us. <snip>
I knew some of them quite well due to my racing with ESCORS. I had
particularly high hopes for Thompson as the setup felt really comfortable
for me, but Huggings was there and I got caught up in some on-track stuff
which is best forgotten. <g>
> The guys you mention are *excellent*, excellent drivers.
> There's no debate about that. I'm sure they know I think
> *very* highly of them, and have a great time racing
> against them each week.
David, let's not get into a discussion about adjectives. The "reasonably
good drivers"-bit was a link to an earlier discussion on the difference to
what one can get away with in sims vs real life (and where I really got
obnoxious) as an in-joke for Fran�ois, but, looking at the greater picture
and judging by my experience of drivers who run in the top series, it's not
that far off the mark, I'm afraid. If you look at our GPLRanks and
MonsterRanks in the distribution, we're all average or just above average at
best. It's sobering to look at it this way, I know, but if you ask the guys
on my list whether they think they're doing anything really special, I doubt
you'd get a "yes".
> I doubt I'll ever understand how you perceive what goes
> on on the track in RASCAR,
There's no perception about that. I think it's pretty clear things go right
by sheer luck rather frequently and, in most of the overtaking manouvres,
success is more dependant on the goodwill and skill of the one being
overtaken, than the other way around.
If some of us slower guys were to actually defend our track position there
wouldn't be any green flag running. Look at me vs Hal at Rockingham for an
example. After having passed me and held me up considerably earlier on in
the race, I made him work for it the next time around. Really dumb of me,
obviously, as sure enough he got me and I was the one that spun out. I've
basically stopped racing some people out of an instict for self-preservation
and a desire for our races to have few yellows.
It's gotten beyond silly: they go 2/10ths quicker in qualifying and then
seem to assume they're enough quicker to pass at will in the race. That's
utter bullshit: one can't get enough of an advantage into a turn without
sliding up into me if I decide to put up a fight, end of story, so one
should sit and wait for a mistake (I do make those, ya know). Yet this
tactic is employed over and over and over again... drives me up the wall
(and up near the wall) no end. And when I do decide to hold my ground, I
"block"... oh please, just grow up!!
It is in my nature to let people around if I feel I'm holding them up, but
for some the slightest whiff of a slipstream is enough to make them feel
like Superman and I'm left with the choice of lifting or having an accident
at the very first turn we get to together. ---> NO RESPECT.
> but I know myself (and I'm confident others in RASCAR) have
> to laugh when you say most of us aren't even reasonably good,
> but *you* are.
Come back and talk to me when most of you have two series wins under your
belts.
Admittently, there's very little chance of me winning RASCAR. There's just
too much trouble and I'm not quick enough to outrun it (and I can't make all
of the races).
> Hate to say it, but I can think of a number of RASCAR drivers
> who I'd rate above you, even when speed is completely taken
> out of the equation. You shouldn't be irked by that statement,
> considering what you've said.
Water off a duck's back, no problem.
> "You have to realise, Fran�ois, there's only six reasonably
> good drivers in RASCAR: Neil, Ginger, Mark, Brian Oster,
> Eldred and myself(*)"
>
> That above quote by you ranks right up there with some of
> Simmons' most obnoxious all-timers.
Hey!! -Not bad, seeing as it was unintentional. <vbg>
Jan.
=---
Quoted text (11 lines)
> > <snip> > To be honest, I thought there was a good chance you were > just trying to stir things up as a joke when you said, > "You have to realise, Fran�ois, there's only six reasonably > good drivers in RASCAR: Neil, Ginger, Mark, Brian Oster, > Eldred and myself(*)" > > There are plenty of good drivers (not just reasonably good) > in RASCAR. Whether they take offense to your comment and > respond is up to them. I know I do....and I'm going to > respond (surprise!).I honestly have no idea what you are talking about. Please enlighten me,
privately.
"Jan Verschueren" <[email hidden]> wrote in message
news:3GZ2c.27191$[email hidden]...
>
> Look at me vs Hal at Rockingham for an
> example. After having passed me and held me up considerably earlier on in
> the race, I made him work for it the next time around. Really dumb of me,
> obviously, as sure enough he got me and I was the one that spun out. I've
> basically stopped racing some people out of an instict forself-preservation
> and a desire for our races to have few yellows.
>
"Jan Verschueren" <[email hidden]> wrote in message
news:3GZ2c.27191$[email hidden]...
>
> David, let's not get into a discussion about adjectives. The "reasonably
> good drivers"-bit was a link to an earlier discussion on the difference to
> what one can get away with in sims vs real life (and where I really got
> obnoxious) as an in-joke for Fran�ois, but, looking at the greater picture
> and judging by my experience of drivers who run in the top series, it'snot
> that far off the mark, I'm afraid. If you look at our GPLRanks and
> MonsterRanks in the distribution, we're all average or just above averageat
> best. It's sobering to look at it this way, I know, but if you ask theguys
> on my list whether they think they're doing anything really special, Idoubt
> you'd get a "yes".
I don't know much about GPLRanks and MonsterRanks. I do know that I checked
my times in the TA/TPTCC series with the VRW times (since those drivers were
referenced earlier in this thread) for Kyalami and Mosport (only two we've
both raced), and I'd easily be competitive for a top 3 Q time. They used
open setups as well. Don't know what my times would be if I could tweak the
setups to fit me better, or if I actually practiced more than the little I
do.
David G Fisher
"David G Fisher" wrote:
I think you have missed Jan's point about the "reasonable" drivers group
being fairly average in out and out speed. I am sure we all have our own
list of drivers we are happy to race wheel to wheel with and I am sure they
are all different. I am also sure we have different criteria, but I know who
I would trust to go in deep on the brakes side by side with.
Stats can't show you racecraft. FWIW from my limited experience racing with
you I'd certainly rate you as a quality racer, but then it is Jan's
personal list and we each have one of those so I wouldn't worry about it :)
Cheers
Tony


































