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Realism patches for Total Immersion Racing

12 posts by 12 people · 26 Apr 2003 08:23 UTC - 29 Apr 2003 11:59 UTC

John Bodin 26 Apr 2003 08:23 UTC#69861
I am currently putting together the following patches for Total Immersion Racing (TIR) -- they will include Windows-style self-installers so that you won't have to do any search-and-replace stuff, and you won't have to do any file editing in notepad . . . just point and click! The patches I'm working on now are: 1) Ambient Noise Patch -- This will include some new sound files with increased volume levels, plus tweaks to the sound.dat file to further alter how the ambient noises appear in the game. This patch will give you an announcer voice over the PA and crowd noises from the in-cockpit view, VASTLY improved tire squeal sounds (this REALLY helps the physics model come alive), and reduced volume levels for the scrape/bump noises (which makes it MUCH less annoying when rubbing fenders with the AI cars). 2) Slick Grass Patch -- This will make the grass/dirt slick so that you won't slow down when you drop a tire off the track -- sand traps will remain unchanged. The Ambient Noise Patch is now available for download -- it's a 413kB download, and it's being hosted by those great folks at Blackhole Motorsports: http://irlheat.bhmotorsports.com/TIR/ This patch will only affect tire sounds (louder from the in-cockpit view to enable you to judge grip, wheelspin, and overall traction state), as well as the PA announcer and crowd sounds. NOTE that this patch includes a Windows-style installation wizard, so you don't need to place any files in any specific folders or open up Notepad to do any text editing. Also note that this patch is compatible with BOTH the full version and the demo verion of the game -- see the readme file for details. With these tweaks (all of which were originally devised by others who post on the High Gear forums -- I'm not responsible or any original thought here, mind you), the default physics really come alive. I will release two (2) versions of these patches -- one for the demo version, and one for the final version. I hope to have these ready for release in the next day or so. I also plan on developing an "advanced beta physics patch" once I settle on an advanced set of physics that feels right to me. If there's enough interest, and if several of us can agree on a "standardized" set of advanced physics parameters, then I will release a final version of the "advanced physics patch." The most exciting development for me, though, is what I am currently working on -- I think I have stumbled on some tweaks of my own that I haven't seen from anybody else, and depending on how things go, I may be able to release some significantly revised AI parameters. The only holdup at the moment is that it's difficult to tell how much progress I'm making with just the demo version of the game; I have ordered the full version, and once that arrives I should be able to tell for sure just how tweak-able the AI really is. At this point, though, it looks promising -- I've gotten to the point now where the only time the AI and I get into "bumping" matches is when I make a really stupid move and try to take an outside line when I shoudn't, or when I try to nose in for the inside line when there's no room. Making the AI more cautious seems to slow them down a bit, though -- as they drive a bit more carefully to avoid you, they seem to drive a bit more slowly, too, so I'm probably going to have to find a way to speed them up as well, but that should be easily do-able. Again, these patches will be usable either individually or all at once, depending on your personal preferences, so if you have avoided trying the demo so far, now would be a good time to consider downloading it. Also, FWIW, I am aware that anybody could easily perform these tweaks themselves, but I also know that when you just want to race, it can be a real pain to have to find the right files, identify the right parameters, make sure you insert the right values, and then find all the other things that need to be tweaked as well. Not everybody enjoys tweaking, and if you just want to jump in and race, it's no fun being forced to tweak in order to really wring out the full value of a sim. Using these patches that I'm developing, it should be simple for anybody -- even those with no computer skills at all -- to enjoy a well-tweaked and highly playable version of TIR. By making versions of these tweaks available for the demo as well, maybe we can rekindle some interest in TIR. There's a great little sim lurking behind those console menu screens, and it's my hope that I can help unlock it for the masses. Enjoy! -- JCB
Sounds great to me. I like TIR and NFSPU as little change of pace now and then. Now if you could do something to give us more than 5 saved setups. lol MadDAWG
On 26 Apr 2003 01:23:32 -0700, jbodin wrote:
Quoted text (91 lines)> I am currently putting together the following patches for Total > Immersion Racing (TIR) -- they will include Windows-style > self-installers so that you won't have to do any search-and-replace > stuff, and you won't have to do any file editing in notepad . . . just > point and click! > > The patches I'm working on now are: > > 1) Ambient Noise Patch -- This will include some new sound files with > increased volume levels, plus tweaks to the sound.dat file to further > alter how the ambient noises appear in the game. This patch will give > you an announcer voice over the PA and crowd noises from the > in-cockpit view, VASTLY improved tire squeal sounds (this REALLY helps > the physics model come alive), and reduced volume levels for the > scrape/bump noises (which makes it MUCH less annoying when rubbing > fenders with the AI cars). > > 2) Slick Grass Patch -- This will make the grass/dirt slick so that > you won't slow down when you drop a tire off the track -- sand traps > will remain unchanged. > > The Ambient Noise Patch is now available for download -- it's a 413kB > download, and it's being hosted by those great folks at Blackhole > Motorsports: > > http://irlheat.bhmotorsports.com/TIR/ > > This patch will only affect tire sounds (louder from the in-cockpit > view to enable you to judge grip, wheelspin, and overall traction > state), as well as the PA announcer and crowd sounds. > > NOTE that this patch includes a Windows-style installation wizard, so > you don't need to place any files in any specific folders or open up > Notepad to do any text editing. Also note that this patch is > compatible with BOTH the full version and the demo verion of the game > -- see the readme file for details. > > With these tweaks (all of which were originally devised by others who > post on the High Gear forums -- I'm not responsible or any original > thought here, mind you), the default physics really come alive. I will > release two (2) versions of these patches -- one for the demo version, > and one for the final version. I hope to have these ready for release > in the next day or so. > > I also plan on developing an "advanced beta physics patch" once I > settle on an advanced set of physics that feels right to me. If > there's enough interest, and if several of us can agree on a > "standardized" set of advanced physics parameters, then I will release > a final version of the "advanced physics patch." > > The most exciting development for me, though, is what I am currently > working on -- I think I have stumbled on some tweaks of my own that I > haven't seen from anybody else, and depending on how things go, I may > be able to release some significantly revised AI parameters. The only > holdup at the moment is that it's difficult to tell how much progress > I'm making with just the demo version of the game; I have ordered the > full version, and once that arrives I should be able to tell for sure > just how tweak-able the AI really is. At this point, though, it looks > promising -- I've gotten to the point now where the only time the AI > and I get into "bumping" matches is when I make a really stupid move > and try to take an outside line when I shoudn't, or when I try to nose > in for the inside line when there's no room. Making the AI more > cautious seems to slow them down a bit, though -- as they drive a bit > more carefully to avoid you, they seem to drive a bit more slowly, > too, so I'm probably going to have to find a way to speed them up as > well, but that should be easily do-able. > > Again, these patches will be usable either individually or all at > once, depending on your personal preferences, so if you have avoided > trying the demo so far, now would be a good time to consider > downloading it. > > Also, FWIW, I am aware that anybody could easily perform these tweaks > themselves, but I also know that when you just want to race, it can be > a real pain to have to find the right files, identify the right > parameters, make sure you insert the right values, and then find all > the other things that need to be tweaked as well. Not everybody enjoys > tweaking, and if you just want to jump in and race, it's no fun being > forced to tweak in order to really wring out the full value of a sim. > Using these patches that I'm developing, it should be simple for > anybody -- even those with no computer skills at all -- to enjoy a > well-tweaked and highly playable version of TIR. By making versions of > these tweaks available for the demo as well, maybe we can rekindle > some interest in TIR. > > There's a great little sim lurking behind those console menu screens, > and it's my hope that I can help unlock it for the masses. > > Enjoy! > > -- JCB
thanks for the work, the game has potential.
You the man JCB ! Can't wait to try it all... TIR resides on my shelf atm... Not worth playing in the 'naked' version... I hope you change my mind... Greetz, Franky
KAP 26 Apr 2003 20:30 UTC↳ reply to John Bodin#69810
"jbodin" <[email hidden]> wrote in message news:[email hidden]... > I am currently putting together the following patches for Total > Immersion Racing (TIR) -- they will include Windows-style > self-installers so that you won't have to do any search-and-replace > stuff, and you won't have to do any file editing in notepad . . . just > point and click! <snip> Thanks John. I look forward to the other "fixes" you post. Ken
BRH 26 Apr 2003 21:17 UTC↳ reply to John Bodin#69812
That's great news, John. Any chance of developing a patch that would allow TIR to support multiple controllers? (ie - use wheel from one controller and pedals from another?) jbodin wrote:
Quoted text (91 lines)> I am currently putting together the following patches for Total > Immersion Racing (TIR) -- they will include Windows-style > self-installers so that you won't have to do any search-and-replace > stuff, and you won't have to do any file editing in notepad . . . just > point and click! > > The patches I'm working on now are: > > 1) Ambient Noise Patch -- This will include some new sound files with > increased volume levels, plus tweaks to the sound.dat file to further > alter how the ambient noises appear in the game. This patch will give > you an announcer voice over the PA and crowd noises from the > in-cockpit view, VASTLY improved tire squeal sounds (this REALLY helps > the physics model come alive), and reduced volume levels for the > scrape/bump noises (which makes it MUCH less annoying when rubbing > fenders with the AI cars). > > 2) Slick Grass Patch -- This will make the grass/dirt slick so that > you won't slow down when you drop a tire off the track -- sand traps > will remain unchanged. > > The Ambient Noise Patch is now available for download -- it's a 413kB > download, and it's being hosted by those great folks at Blackhole > Motorsports: > > http://irlheat.bhmotorsports.com/TIR/ > > This patch will only affect tire sounds (louder from the in-cockpit > view to enable you to judge grip, wheelspin, and overall traction > state), as well as the PA announcer and crowd sounds. > > NOTE that this patch includes a Windows-style installation wizard, so > you don't need to place any files in any specific folders or open up > Notepad to do any text editing. Also note that this patch is > compatible with BOTH the full version and the demo verion of the game > -- see the readme file for details. > > With these tweaks (all of which were originally devised by others who > post on the High Gear forums -- I'm not responsible or any original > thought here, mind you), the default physics really come alive. I will > release two (2) versions of these patches -- one for the demo version, > and one for the final version. I hope to have these ready for release > in the next day or so. > > I also plan on developing an "advanced beta physics patch" once I > settle on an advanced set of physics that feels right to me. If > there's enough interest, and if several of us can agree on a > "standardized" set of advanced physics parameters, then I will release > a final version of the "advanced physics patch." > > The most exciting development for me, though, is what I am currently > working on -- I think I have stumbled on some tweaks of my own that I > haven't seen from anybody else, and depending on how things go, I may > be able to release some significantly revised AI parameters. The only > holdup at the moment is that it's difficult to tell how much progress > I'm making with just the demo version of the game; I have ordered the > full version, and once that arrives I should be able to tell for sure > just how tweak-able the AI really is. At this point, though, it looks > promising -- I've gotten to the point now where the only time the AI > and I get into "bumping" matches is when I make a really stupid move > and try to take an outside line when I shoudn't, or when I try to nose > in for the inside line when there's no room. Making the AI more > cautious seems to slow them down a bit, though -- as they drive a bit > more carefully to avoid you, they seem to drive a bit more slowly, > too, so I'm probably going to have to find a way to speed them up as > well, but that should be easily do-able. > > Again, these patches will be usable either individually or all at > once, depending on your personal preferences, so if you have avoided > trying the demo so far, now would be a good time to consider > downloading it. > > Also, FWIW, I am aware that anybody could easily perform these tweaks > themselves, but I also know that when you just want to race, it can be > a real pain to have to find the right files, identify the right > parameters, make sure you insert the right values, and then find all > the other things that need to be tweaked as well. Not everybody enjoys > tweaking, and if you just want to jump in and race, it's no fun being > forced to tweak in order to really wring out the full value of a sim. > Using these patches that I'm developing, it should be simple for > anybody -- even those with no computer skills at all -- to enjoy a > well-tweaked and highly playable version of TIR. By making versions of > these tweaks available for the demo as well, maybe we can rekindle > some interest in TIR. > > There's a great little sim lurking behind those console menu screens, > and it's my hope that I can help unlock it for the masses. > > Enjoy! > > -- JCB
bertr 26 Apr 2003 21:17 UTC#530803
That's great news, John. Any chance of developing a patch that would allow TIR to support multiple controllers? (ie - use wheel from one controller and pedals from another?)
Quoted text (91 lines)> I am currently putting together the following patches for Total > Immersion Racing (TIR) -- they will include Windows-style > self-installers so that you won't have to do any search-and-replace > stuff, and you won't have to do any file editing in notepad . . . just > point and click! > The patches I'm working on now are: > 1) Ambient Noise Patch -- This will include some new sound files with > increased volume levels, plus tweaks to the sound.dat file to further > alter how the ambient noises appear in the game. This patch will give > you an announcer voice over the PA and crowd noises from the > in-cockpit view, VASTLY improved tire squeal sounds (this REALLY helps > the physics model come alive), and reduced volume levels for the > scrape/bump noises (which makes it MUCH less annoying when rubbing > fenders with the AI cars). > 2) Slick Grass Patch -- This will make the grass/dirt slick so that > you won't slow down when you drop a tire off the track -- sand traps > will remain unchanged. > The Ambient Noise Patch is now available for download -- it's a 413kB > download, and it's being hosted by those great folks at Blackhole > Motorsports: > http://irlheat.bhmotorsports.com/TIR/ > This patch will only affect tire sounds (louder from the in-cockpit > view to enable you to judge grip, wheelspin, and overall traction > state), as well as the PA announcer and crowd sounds. > NOTE that this patch includes a Windows-style installation wizard, so > you don't need to place any files in any specific folders or open up > Notepad to do any text editing. Also note that this patch is > compatible with BOTH the full version and the demo verion of the game > -- see the readme file for details. > With these tweaks (all of which were originally devised by others who > post on the High Gear forums -- I'm not responsible or any original > thought here, mind you), the default physics really come alive. I will > release two (2) versions of these patches -- one for the demo version, > and one for the final version. I hope to have these ready for release > in the next day or so. > I also plan on developing an "advanced beta physics patch" once I > settle on an advanced set of physics that feels right to me. If > there's enough interest, and if several of us can agree on a > "standardized" set of advanced physics parameters, then I will release > a final version of the "advanced physics patch." > The most exciting development for me, though, is what I am currently > working on -- I think I have stumbled on some tweaks of my own that I > haven't seen from anybody else, and depending on how things go, I may > be able to release some significantly revised AI parameters. The only > holdup at the moment is that it's difficult to tell how much progress > I'm making with just the demo version of the game; I have ordered the > full version, and once that arrives I should be able to tell for sure > just how tweak-able the AI really is. At this point, though, it looks > promising -- I've gotten to the point now where the only time the AI > and I get into "bumping" matches is when I make a really stupid move > and try to take an outside line when I shoudn't, or when I try to nose > in for the inside line when there's no room. Making the AI more > cautious seems to slow them down a bit, though -- as they drive a bit > more carefully to avoid you, they seem to drive a bit more slowly, > too, so I'm probably going to have to find a way to speed them up as > well, but that should be easily do-able. > Again, these patches will be usable either individually or all at > once, depending on your personal preferences, so if you have avoided > trying the demo so far, now would be a good time to consider > downloading it. > Also, FWIW, I am aware that anybody could easily perform these tweaks > themselves, but I also know that when you just want to race, it can be > a real pain to have to find the right files, identify the right > parameters, make sure you insert the right values, and then find all > the other things that need to be tweaked as well. Not everybody enjoys > tweaking, and if you just want to jump in and race, it's no fun being > forced to tweak in order to really wring out the full value of a sim. > Using these patches that I'm developing, it should be simple for > anybody -- even those with no computer skills at all -- to enjoy a > well-tweaked and highly playable version of TIR. By making versions of > these tweaks available for the demo as well, maybe we can rekindle > some interest in TIR. > There's a great little sim lurking behind those console menu screens, > and it's my hope that I can help unlock it for the masses. > Enjoy! > -- JCB
In article <layqa.38699$[email hidden]>, not [email hidden] says... > thanks for the work, the game has potential. > 94 lines of quoted text to add one line of your own. And bottom posted at that. Am I the only one that this bugs the crap out of? -- __________________________ Todd Walker http://twalker.d2g.com __________________________
Todd Walker wrote: > 94 lines of quoted text to add one line of your own. And bottom posted > at that. Am I the only one that this bugs the crap out of? > Nope. It bugs the sh** outta me, too. I guess people don't realize that some have download charges associated with their newsgroup service, and secondly it just plain sucks to have to scroll down through god-knows-how-many lines to read one stinkin' itty bitty sentence. It gets worse, IMO, when someone quotes the entire thing and doesn't even leave a message. -Will
In article <[email hidden]>, Todd Walker <[email hidden]> writes: > >94 lines of quoted text to add one line of your own. And bottom posted >at that. Am I the only one that this bugs the crap out of? > No, Uwe's got a major jihad going over this type of behavior. Don McCorkle
On 28 Apr 2003 11:20:29 GMT, Woodie 83 wrote:
Quoted text (9 lines)> In article <[email hidden]>, > Todd Walker <[email hidden]> writes: > >> >>94 lines of quoted text to add one line of your own. And bottom posted >>at that. Am I the only one that this bugs the crap out of? >> > > No, Uwe's got a major jihad going over this type of behavior.
Not really, thanks to the pills I feel better now. If only they would take off this tight-fitting jacket that's wrong way round apparently ;-) However, I read a great post dealing with TOFU's on alt.humor.best-of-usenet: enjoy! Cheers, uwe --- snip nip --- Subject: Re: Outlook Express Sig Files From: [email hidden] (Gary S. Callison) Newsgroups: alt.fan.cecil-adams Austkin ([email hidden]) wrote: : [attribution killed in bizarre folding-couch accident] : > top posting? : I thought that was personal preference(sp?). Some people top post, some : people bottom post. Yes, in the sense that some people piss in the swimming pool, and some people prefer to use the restroom. --- snip snip --- -- 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
Todd Walker wrote:
Quoted text (10 lines)> In article <layqa.38699$[email hidden]>, not > [email hidden] says... > >>thanks for the work, the game has potential. >> > > > 94 lines of quoted text to add one line of your own. And bottom posted > at that. Am I the only one that this bugs the crap out of? >
Date: Tue, 28 Dec 1999 09:00:21 GMT Supersedes: <[email hidden]> Expires: Fri, 28 Jan 2000 09:00:21 GMT Message-ID: <[email hidden]> From: [email hidden] (Mark Moraes) Subject: Hints on writing style for Usenet Newsgroups: news.announce.newusers,news.answers Followup-To: news.newusers.questions Archive-name: usenet/writing-style/part1 Original-author: [email hidden] (A. Jeff Offutt VI) Comment: maintained until 5/93 by [email hidden] (Gene Spafford) Last-change: 29 Sep 1997 by [email hidden] (Mark Moraes) Changes-posted-to: news.misc,news.answers I would like to take a moment to share some of my knowledge of writing style. If you read the suggestions below, remember: it's easy to agree that they make sense but it's much harder to apply them. References: Cunningham and Pearsall, "How to Write For the World of Work" Strunk & White, "Elements of Style" The above references are both excellent books. Cunningham is a standard in tech writing classes and won an award for the best tech writing book from the Association for Teaching of Technical Writing. I was lucky enough to take a class from him as an undergraduate. Strunk is a standard in college composition classes. Editor's note: Thanks to Columbia University, Academic Information Systems, Project Bartleby, Strunk can be accessed on the World-Wide Web as: <http://www.columbia.edu/acis/bartleby/strunk/> Other ideas here come from my own experience on the net and hints from other people. This is a "long article." The rest of it is simply a list of pointers. Writing style: * Make your writing easy to read. Keep it simple. * Keep paragraphs short and sweet. Keep sentences shorter and sweeter. This means "concise," not cryptic. * White space is not wasted space -- it greatly improves clarity. A blank line only adds a byte to the article length, so don't be stingy if it will help make your meaning clearer. * Pick your words carefully. Writing with precision is as important here as it is in any other kind of discourse. Consider carefully whether what you have written can be misinterpreted, and whether that is something you wish to have happen. * People can only grasp about seven things at once. This means ideas in a paragraph, major sections, etc.. * Avoid abbreviations and acronyms, if possible, and define the ones you use. * There are several variations on any one sentence. A passive, questioning or negative sentence takes longer to read. * "Cute" misspellings are difficult to read, especially if the reader is not fluent in the language involved. Net style: * Subtlety is not communicated well in written form - especially over a computer. Remember, most people who will read your posting do not know you. * The above applies to humor as well. (rec.humor, of course, not included.) Smileys :-), frowns :-(, winks ;-) can sometimes avoid confusion. * When being especially "flame-boyant", I find it helpful to go to the bathroom before actually sending. Then, I often change the tone considerably. :-) Take a break before posting something in anger or that might hurt or anger others. * Subject lines should be used very carefully. How much time have you wasted reading articles with a misleading subject line? The "Subject:" header line can be edited in all the various posting programs (as can the "Distribution:", "Newsgroups:" and "Followup-To:" header lines). * References need to be made. When you answer mail, you have the original message fresh in your mind. When I receive your answer, I don't. * Do not include the entire article that you are replying to. Cut down the part that you include to the absolute minimum needed to provide context to your reply. * It's *much* easier to read a mixture of upper and lower case letters. * Leaving out articles (such as "the," "a," "an," etc.) for "brevity" mangles the meaning of your sentences and takes longer to read. It saves you time at the expense of your reader. * Be careful of contextual meanings of words. For instance, I used "articles" just now. In the context of netnews, it has a different meaning than I intended. * Make an effort to spell words correctly. Obvious misspellings are jarring and distract the reader. Every news posting program allows you to edit your article before posting, and most systems have some kind of spelling checker program that you can use on your article. * If your article goes over one screenful, use subheadings to organize it. Numbering your paragraphs is rarely helpful. * Just before you post your article, re-read it. This will ensure that you actually wrote what you intended to write. * Remember - this is an international network. * Remember - your current or future employers may be reading your articles. So might your spouse, neighbors, children, and others who will long-remember your gaffes. Enough said. These suggestions are all easily supported by arguments and research. There's a lot more to say, but.... Jeff Offutt Copyright 1997, all rights reserved. Used with permission.

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