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Rec.Autos.Simulators Archive

39 car field patch for N99

6 posts by 4 people · 13 Jun 1999 - 16 Jun 1999

Steve Core 13 Jun 1999#473620
I had and lost...a patch for N2/N99 that expanded the field to 39 entries. does anyone know where i can find it again thank, steve
SJames 14 Jun 1999#473827
does anyone know where i can find it again While I don't have the file, you can do one of two things: via searching for Nascar99 sites, locate the file... or just go into the track's txt file and change the numbers yourself. Two lines have to be changed. The first is in the big line, about the third one down from the top, about 3/4 of the way across, the number will probably be something like a 33 or so, just change that to a 40. Then on the Cars line, there will be two identical numbers that will be the same as what you just altered, again, change both of them to read 40 40. save, and there you have it. Of course, this way you will need to go into each track's txt file and do this, but I usually change other things too, like having two laps for qualifying, changing the number of laps the AI runs before they need to pit, speeds, etc. to make it a better race.
Don Hancock 14 Jun 1999#473828
Sounds like you know WAY too much about that track.txt file <GG>... Any chance you know of a place where each line's explained (kind of a "hand holding" experience is what I'm looking for)? Gunner
sbarbou 14 Jun 1999#473829
Just remember that whatever the second number is in the line is the max number of pit stalls (hence cars) allowed in that race. For example I think one of the smaller tracks like Hickory or something can only have 37 cars. If there is more at the end of the race the cars won't be able to get to the pits and the game will crash! Believe me, I learnt the hard way after a 1.5 hour race!!!!! >>>I had and lost...a patch for N2/N99 that expanded the field to 39 entries. >>does anyone know where i can find it again >>While I don't have the file, you can do one of two things: via searching for >>Nascar99 sites, locate the file... or just go into the track's txt file and >>change the numbers yourself. Two lines have to be changed. The first is in >>the big line, about the third one down from the top, about 3/4 of the way >>across, the number will probably be something like a 33 or so, just change that >>to a 40. Then on the Cars line, there will be two identical numbers that will >>be the same as what you just altered, again, change both of them to read 40 40. >>save, and there you have it. Of course, this way you will need to go into each >>track's txt file and do this, but I usually change other things too, like >>having two laps for qualifying, changing the number of laps the AI runs before >>they need to pit, speeds, etc. to make it a better race. > Sounds like you know WAY too much about that track.txt file ><GG>... Any chance you know of a place where each line's explained >(kind of a "hand holding" experience is what I'm looking for)?
SJames 15 Jun 1999#474055
(kind of a "hand holding" experience is what I'm looking for)? I don't know what each line is.... but: Under PIT, the fourth from the right is the pit stalls. If you want to race 39 cars, I put 40 there. I don't know why you put one more than you have cars, but it works. PITSP is the pit road speed. I don't ever change this. SPDWY the second and third numbers are the pit windows for the AI cars in laps. Some tracks have unrealistic pit windows, sometimes way too short. Other tracks have the AI cars going several laps beyond what you can do on a tank of gas, which I also think is bull, so I will race a Quick Race and see how appropriate these settings are. It's no fun if these settings are off by more than 3-5 laps. I will put the window so as it brackets what I can run. LAPS of course is the # of laps in a race. This is another line that shouldn't be changed. QUAL is usually 2 1. This is the number of qualifying laps. If you want to have a two lap qualifying, change it to read 2 2. A lot of the tracks it is unfair that you are trying to run against the AI's speeds with cold tires. Two lap quals solve this. CARS is the # cars in the field. If you want to race 39, put 40 40. Again, I don't know why you put one more than you have cars.... BLAP is the time for the AI's best lap in seconds, to the thousandth without a decimal point. If they are smoking you, increase it to slow them down. If you are kicking them, make them faster. Nascar99 added a "T" to differentiate between trucks and cars. RELS is relative strength. Basically 100 is 100% of BLAP, etc. It is another way to adjust the car's speeds. Actually, BLAP and RELS deal with qualifying and racing speeds. Again, I have found that at some tracks the AI is running significantly faster than even the real world track record, and I don't go for that. The other lines have more to do with things that I don't dare mess with, as I am not a track builder. When changing BLAP and RELS, I will often put a REM in front of the original line, then add my own change to a new line, so as to have the original setting stored or saved (for what purpose I do this I don't really know, but I suppose if I wanted to know what the original settings were supposed to be I would....). Some mirror patches or fixes will add mirror settings at the end of the txt file, but these you can read about in the mirror patches readme file.
Don Hancock 16 Jun 1999#474280
Excellent info! Thanks for sharing... BTW, MOST offline leagues will NOT allow you to edit the track.txt file, so that would be a good reason to save your original settings. Whenever I'm on a customer's computer I always REM out lines instead of remove them - you just never know... Again, thanx. Gunner

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