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Rec.Autos.Simulators Archive

New NASCAR Heat info

11 posts by 7 people · 24 Mar 2000 - 01 Apr 2000 12:16 UTC

ymenard 25 Mar 2000 01:30 UTC#284329
"Philster" <[email hidden]> wrote > http://www.digitalsports.com/dsports/pc5/nascar_heat/profile.html > Are those screen shots from actual game or rendered? Actual game. It's great to see a VERY Papyrus alike cockpit compared to some early alpha pictures of the GPL-based Nascar title (square mirror, shape of the roll-cage, gauges, etc..). In fact it's probably based on the same cockpit, since it's MGI. Taking look at the first picture you'll see that the roots come from Viper Racing, you can sense it in the overall picture. Great stuff... I could nitpick if I wanted on some track accuracy but let's just hope they pump up the multiplayer racing a little more than simply 8drivers. -- -- Fran�ois M�nard <ymenard> -- May the Downforce be with you... -- http://www.WeRace.net -- People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world.
Philster 25 Mar 2000 03:38 UTC#284365
Track accuracy? Don't tell me you played an alpha version already :). I didn't pick it up from the pictures... some nice details though: the catch fence that actually look like a fence, the concrete section on the road course, the authentic look of the cars and the authentic look of the cars; did I mention the authentic look of the cars? ymenard wrote:
Quoted text (23 lines)> > "Philster" <[email hidden]> wrote > > http://www.digitalsports.com/dsports/pc5/nascar_heat/profile.html > > Are those screen shots from actual game or rendered? > > Actual game. > > It's great to see a VERY Papyrus alike cockpit compared to some early alpha > pictures of the GPL-based Nascar title (square mirror, shape of the > roll-cage, gauges, etc..). In fact it's probably based on the same cockpit, > since it's MGI. Taking look at the first picture you'll see that the roots > come from Viper Racing, you can sense it in the overall picture. > > Great stuff... I could nitpick if I wanted on some track accuracy but let's > just hope they pump up the multiplayer racing a little more than simply > 8drivers. > > -- > -- François Ménard <ymenard> > -- May the Downforce be with you... > -- http://www.WeRace.net > -- People think it must be fun to be a super genius, but they don't realise > how hard it is to put up with all the idiots in the world.
-- Philippe Sergerie Proud co-owner - CLONE N.Legends league http://members.chello.se/clone/index.htm ICQ#: 16192023
Walk Walker 25 Mar 2000 16:00 UTC#284082
I think Frank is referring to the width of the tracks at Bristol and Dover. Other than that, it looks like it oculd be a contender... -- -/- Walk Walker ---------- In article <[email hidden]>, Philster <[email hidden]> wrote: > Track accuracy? Don't tell me you played an alpha version already :). I > didn't pick it up from the pictures... some nice details though: the > catch fence that actually look like a fence, the concrete section on the > road course, the authentic look of the cars and the authentic look of > the cars; did I mention the authentic look of the cars? >
Ed Martin 30 Mar 2000 20:14 UTC#282554
On Fri, 24 Mar 2000 20:13:09 -0500, Philster <[email hidden]> wrote:
Quoted text (9 lines)>http://www.digitalsports.com/dsports/pc5/nascar_heat/profile.html > >Are those screen shots from actual game or rendered? > >-- >Philippe Sergerie >Proud co-owner - CLONE N.Legends league >http://members.chello.se/clone/index.htm >ICQ#: 16192023
Those are real screen shots from an early version of the game (before pre-alpha). If you think those look good, you should see it now! --ed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ed Martin Executive Producer Hasbro Interactive
Ed Martin 30 Mar 2000 20:19 UTC#282555
On Sat, 25 Mar 2000 01:30:06 GMT, "ymenard" <[email hidden]> wrote:
Quoted text (23 lines)>Actual game. > >It's great to see a VERY Papyrus alike cockpit compared to some early alpha >pictures of the GPL-based Nascar title (square mirror, shape of the >roll-cage, gauges, etc..). In fact it's probably based on the same cockpit, >since it's MGI. Taking look at the first picture you'll see that the roots >come from Viper Racing, you can sense it in the overall picture. > >Great stuff... I could nitpick if I wanted on some track accuracy but let's >just hope they pump up the multiplayer racing a little more than simply >8drivers. > > > >-- >-- Fran�ois M�nard <ymenard> >-- May the Downforce be with you... >-- http://www.WeRace.net >-- People think it must be fun to be a super genius, but they don't realise >how hard it is to put up with all the idiots in the world. > > >
Well, yes, MGI is the developer, but it's certainly NOT based on the Papyrus cockpit - other than the fact that we all base stuff off of the real cars. And what you're seeing in those screen shots is pre-pre-alpha. In fact, that cockpit you saw is a placeholder. As for multiplayer, it will be 8 player (at least 8 humans) with AI cars to fill out the field (user adjustable). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ed Martin Executive Producer Hasbro Interactive
Ed Martin 30 Mar 2000 20:26 UTC#282559
On Fri, 24 Mar 2000 22:40:22 -0500, Philster <[email hidden]> wrote: >Track accuracy? Don't tell me you played an alpha version already :). I >didn't pick it up from the pictures... some nice details though: the >catch fence that actually look like a fence, the concrete section on the >road course, the authentic look of the cars and the authentic look of >the cars; did I mention the authentic look of the cars? > :-) I don't think anyone outside of MGI or Hasbro has an alpha yet - we've been pretty quiet & secretive for the past year+ that we've been working on this. As for track accuracy, I think you'll be amazed. We've been able to get incredible data on the tracks & we've got a number of drivers involved in the product, including Bobby Labonte as our Chief Technical Advisor - he's a big part of the design team. Oh, and the cars... like my other posts, this is pre-pre-alpha screen shots you're seeing. All the 2000 season car art is in there now & it looks great. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ed Martin Executive Producer Hasbro Interactive
Don Burnette 31 Mar 2000 00:21 UTC#282407
Good to see you on the newsgroup Ed, sounds promising. -- Don Burnette Dburn in N3 and Legends "Ed Martin" <[email hidden]> wrote in message news:[email hidden]... > Well, first off, you should probably know that I was the guy that > initially ran the NROS project at Papyrus, so my multiplayer heritage > is pretty solid. That said, there are a lot of factors involved in > multiplayer racing that need to be accommodated - some technical, some > business. On the technical end, with a true 3D physics engine & > NASCAR-style (i.e. 43 cars door to door) racing, there's only so much > data that can zip through the pipe. Then, there's my old nemesis > latency. The more people that get in, the more widely & wildly the > experience will be given the variability in latency. snip
Colin Harris 31 Mar 2000 00:55 UTC#282578
How refreshing to read info straight from source...good on ya, Ed! Hope you don't get bombarded with a million moans and grumbles... -- Colin Harris ColinHarris in N3/NL Proud co-owner - CLONE N.Legends league http://members.chello.se/clone/index.htm ICQ 25485061 Ed Martin <[email hidden]> wrote in message news:[email hidden]... > On Thu, 30 Mar 2000 23:28:17 GMT, "Cliff Roman" <[email hidden]> > wrote: > > >Well from the info you sent to me in your email, it will definately be a > >game that I will be looking forward to. > > > >What kind of time frame are we looking at? > > > > > > Well, we haven't officially released the date yet. However, if you > poke around online, you find sites taking pre-orders with dates > ranging anywhere from August to November. :-) > > > ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ > Ed Martin > Executive Producer > Hasbro Interactive
Dwayne White 01 Apr 2000 12:16 UTC#281936
Didn't B. Labonte do a video for something in the NASCAR2/BGN/1999 line? Ed Martin wrote:
Quoted text (8 lines)> As for track accuracy, I think you'll be amazed. We've been able to > get incredible data on the tracks & we've got a number of drivers > involved in the product, including Bobby Labonte as our Chief > Technical Advisor - he's a big part of the design team. > Ed Martin > Executive Producer > Hasbro Interactive

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