For all of you wondering what was fixed...(Havent had a chance to try
it myself)
Release Notes
The following changes have been added in this
patch:
Improved Glide performance.
Improved framerate in the in-car view.
Arcade Setting: The arcade setting in the game
is very similar to the release
version. There were changes to the physics
model which result in greater tire
squeal, improved braking, and a 'livelier' car
feel. All the qualifying times and
opponent strengths have been adjusted to these
changes.
The default car setups are adjusted for Arcade
physics.
Simulation Setting This is completely changed
from the release version. We've
adjusted the feel of the car including adding
tire squeal, wheel spin, and
improved braking. All the qualifying times and
opponent strengths have been
adjusted to fit the physics changes, but the
setups are not optimized for
Simulation physics. NOTE: Please e-mail
want some setups to start with for Simulation
mode. The default setups are
optimized for Arcade physics and are not only
not competitive in Simulation
mode, but also are very unbalanced.
Fine-tuned the support for Creative Labs
Enviromental Audio Extensions.
Cleaned up yellow flags (including first place
when a yellow comes out, splash
and go ahead of the pace car, lap down pitting
under yellow) including adding a
wider distance between cars, and limiting the
behind the field catch-up speed.
Cleaned up computer control under yellow
flags.
Cleaned up restarts (you will get an audio
"The lights on top of the pace car
are out" when coming out of the last turn
before a restart). The lights will then
go out on the pace car. As you cross the
start/finish line we've smoothed the
transition back to the racing line (from the
yellow line) and regulated the
player's car speed relative to the other cars.
Increased the volume for non-player car engine
sounds.
Spotter logic has been reworked.
Removed the post RETIRE camera pull out
entirely, with the exception that it
will stay when you finish a race and at the
end of qualifying.
Fixed Voodoo2/Glide issues with the latest
3Dfx drivers.
Fixed unlocked legends not tracking properly
in Championship Standings.
New AI lines at 10 tracks.
Fixed engine cut out
Known Issues
AMD K6 Family and Glide drivers We've not seen
the same framerate increase
as on other hardware.
MS Force Feedback Wheels - Starting a
practice/qualifying/race with the
in-car view selected sometimes crashes to the
desktop. This showed up in
this morning's build, and will be fixed for
the final patch.
Improving pit logic with restarts If you come
out of a restart right at the CPU
car's fuel window they turn right to get into
the pits in a not very graceful
fashion.
Loading Save Game bug crashing later in the
race. We're still chasing this
bug.
Jason Little
Recchi for GM!
Please remove anti and spam from my email address. Thanks
Too bad everyone has returned the game already. Am I
supposed to believe that this patch will make the game
playable? As playable as Nascar2 or Nascar 1999???
--
Header address intentionally scrambled to ward off the spamming hordes.
cisko [AT] ix [DOT] netcom [DOT] com
>For all of you wondering what was fixed...(Havent had a chance to try
>it myself)
> Release Notes
> The following changes have been added in this
>patch:
> Improved Glide performance.
> Improved framerate in the in-car view.
> Arcade Setting: The arcade setting in the game
>is very similar to the release
> version. There were changes to the physics
>model which result in greater tire
> squeal, improved braking, and a 'livelier' car
>feel. All the qualifying times and
> opponent strengths have been adjusted to these
>changes.
> The default car setups are adjusted for Arcade
>physics.
> Simulation Setting This is completely changed
>from the release version. We've
> adjusted the feel of the car including adding
>tire squeal, wheel spin, and
> improved braking. All the qualifying times and
>opponent strengths have been
> adjusted to fit the physics changes, but the
>setups are not optimized for
> Simulation physics. NOTE: Please e-mail
> want some setups to start with for Simulation
>mode. The default setups are
> optimized for Arcade physics and are not only
>not competitive in Simulation
> mode, but also are very unbalanced.
> Fine-tuned the support for Creative Labs
>Enviromental Audio Extensions.
> Cleaned up yellow flags (including first place
>when a yellow comes out, splash
> and go ahead of the pace car, lap down pitting
>under yellow) including adding a
> wider distance between cars, and limiting the
>behind the field catch-up speed.
> Cleaned up computer control under yellow
>flags.
> Cleaned up restarts (you will get an audio
>"The lights on top of the pace car
> are out" when coming out of the last turn
>before a restart). The lights will then
> go out on the pace car. As you cross the
>start/finish line we've smoothed the
> transition back to the racing line (from the
>yellow line) and regulated the
> player's car speed relative to the other cars.
> Increased the volume for non-player car engine
>sounds.
> Spotter logic has been reworked.
> Removed the post RETIRE camera pull out
>entirely, with the exception that it
> will stay when you finish a race and at the
>end of qualifying.
> Fixed Voodoo2/Glide issues with the latest
>3Dfx drivers.
> Fixed unlocked legends not tracking properly
>in Championship Standings.
> New AI lines at 10 tracks.
> Fixed engine cut out
> Known Issues
> AMD K6 Family and Glide drivers We've not seen
>the same framerate increase
> as on other hardware.
> MS Force Feedback Wheels - Starting a
>practice/qualifying/race with the
> in-car view selected sometimes crashes to the
>desktop. This showed up in
> this morning's build, and will be fixed for
>the final patch.
> Improving pit logic with restarts If you come
>out of a restart right at the CPU
> car's fuel window they turn right to get into
>the pits in a not very graceful
> fashion.
> Loading Save Game bug crashing later in the
>race. We're still chasing this
> bug.
>Jason Little
>Recchi for GM!
>Please remove anti and spam from my email address. Thanks
Nope. It is admittedly a little better, but still sucks like a Hoover. And,
of course, they're already hard at work on the next year's version of NR,
just like the Madden series- looks like the EASports is counting on the "fix
a few bugs, play with the graphics a little, and charge full price for the
same software" cash cow they've always milked. I don't know how they sleep
at night.
<snip>
Quoted text (10 lines)
> -- > Header address intentionally scrambled to ward off the spamming hordes. > cisko [AT] ix [DOT] netcom [DOT] com > >For all of you wondering what was fixed...(Havent had a chance to try > >it myself)Quoted text (17 lines)
>For all of you wondering what was fixed...(Havent had a chance to try >it myself) > Simulation Setting This is completely changed >from the release version. We've > adjusted the feel of the car including adding >tire squeal, wheel spin, and > improved braking. All the qualifying times and >opponent strengths have been > adjusted to fit the physics changes, but the >setups are not optimized for > Simulation physics. NOTE: Please e-mail > want some setups to start with for Simulation >mode. The default setups are > optimized for Arcade physics and are not only >not competitive in Simulation > mode, but also are very unbalanced.I got the patch and installed it to Nascar Revolution(yeh, i hadnt deleted
it yet!) and played it. I must say
the patch improved the game play 100%...It was actually enjoyable in some
aspects to see the graphics move at a fast pace and to get the feeling of
movement on that level of graphics... If you still have it installed, dl the
patch from www.dfiles.com or whereever and try it yourself.. Im not saying
it is a replacement for N2 or N99 but its a nice alternative for a few
mins...
PassedYa


































