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NASCAR Thunder 2003 vs. NASCAR Racing 2002 Question

10 posts by 5 people · 24 Apr 2003 02:26 UTC - 26 Apr 2003 12:01 UTC

William Bradshaw 24 Apr 2003 02:26 UTC#70029
Out of the blue, my friend bought a copy of NASCAR Thunder 2003 (he should've gotten NR2003, instead ;). The PC version. I've got mixed reviews about this thing, but before I write anything up for you guys...there's a problem that needs to be solved. Okay, here's the skinny. I ran a online race at Las Vegas using Thunder, and my best time was 37.4. Obviously, that doesn't cut the mustard. In fact, I was the slowest bastard on the track. So I loaded up NR2002 and ran a few laps at the same place. My time there was 34.8. Here I am, trying to figure out the problem. I can forsee a few variables causing me to be quicker on one and not the other. They are: - NT2003 Vegas track modelling is very different than Papy's (let's not discuss some other track differences. lol). Thus, my times are going to be vastly different. - NT2003 Physics are goofier than hell. Enough said. - NT2003 Default setups exhibit major understeer. This one seems likely. - NT2003 Controller rates, for lack of a better word, suck. This also appears to be a likely candidate. Keep in mind that I'm still using a joystick. All aides for NT2003 are off, while Papy has forced me to have on Anti-Lock Brakes and Traction Control. So I'm sure without those two on, I'd be able to pick up at least half a second in the Papy sim. Could anyone out there give me some advice? What has your experience been at racing Las Vegas in Thunder 2003? -Will
"William Bradshaw" e able to pick up at
Quoted text (9 lines)> least half a second in the Papy sim. > > Could anyone out there give me some advice? What has your experience > been at racing Las Vegas in Thunder 2003? > > -Will > > >
I haven't raced Thunder, but I have used several of the tracks for the CART mod and we almost always have to raise the car ride height to max. You may be draggin in thunder...listen for scraping or check telemetry to see if you are on the deck. dave henrie
"Dave Henrie" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (17 lines)> "William Bradshaw" > e able to pick up at > > least half a second in the Papy sim. > > > > Could anyone out there give me some advice? What has your experience > > been at racing Las Vegas in Thunder 2003? > > > > -Will > > > > > > > > I haven't raced Thunder, but I have used several of the tracks for the > CART mod and we almost always have to raise the car ride height to max. > You may be draggin in thunder...listen for scraping or check telemetry to > see if you are on the deck. > dave henrie
I can confirm that the car isn't bottoming out anywhere on the track. In fact, I took my study a little farther than I probably should've. I wrote down the Papy <fast> setup for Las Vegas, then made a pretty darn close approximation of it in Thunder. I've got some good news and some bads news. The good news is, my time went from 37.4 down to 35.4. The bad news is that I had to move every bit of wedge left to get that time. And, it's /still/ tight. It's as if I'm out there racing the Big Brown Truck ($1 to UPS). I kid you not, it's like driving something that horrid. It seems like there's just too much tire grip. I've also fiddled with my controller rates a bit, and it (the understeer) hasn't gotten any better. I'm led to believe that either (a), the physics and/or tire model is extremely FUBAR'ed, (b), I'm doing something terribly wrong with my newest setup, or (c), the track modelling is causing me enormous problems in this case. -Will
"William Bradshaw" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> I've also fiddled with my controller rates a bit, and it (the understeer) > hasn't gotten any better. I'm led to believe that either (a), the physics > and/or tire model is extremely FUBAR'ed, (b), I'm doing something terribly > wrong with my newest setup, or (c), the track modelling is causing me > enormous problems in this case. > > -Will
Apparently, I didn't fiddle enough with the controller settings. I was playing around with the X-axis sensitivity, dead zones and a magic thing called "speed sensitivity". Lo and behold, I found the right sequence (involving speed sensitivity) and now have complete control of the virtual car. Finally, I'll be able to get into the meat of the software. -Will
Here is a tip: Use the EASY TWEAK!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The physics in NT2003 are on equal or higher plane than the current N2003. I run both equally well and while NT's multiplayer and tracks blow, the physics are solid. "William Bradshaw" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)> > "Dave Henrie" <[email hidden]> wrote in message > news:[email hidden]... > > "William Bradshaw" > > e able to pick up at > > > least half a second in the Papy sim. > > > > > > Could anyone out there give me some advice? What has your experience > > > been at racing Las Vegas in Thunder 2003? > > > > > > -Will > > > > > > > > > > > > > I haven't raced Thunder, but I have used several of the tracks for the > > CART mod and we almost always have to raise the car ride height to max. > > You may be draggin in thunder...listen for scraping or check telemetry
to > > see if you are on the deck. > > dave henrie > > I can confirm that the car isn't bottoming out anywhere on the track. > > In fact, I took my study a little farther than I probably should've. Iwrote > down the Papy <fast> setup for Las Vegas, then made a pretty darn close > approximation of it in Thunder. I've got some good news and some badsnews. > The good news is, my time went from 37.4 down to 35.4. The bad news isthat > I had to move every bit of wedge left to get that time. And, it's /still/ > tight. > > It's as if I'm out there racing the Big Brown Truck ($1 to UPS). I kid you > not, it's like driving something that horrid. It seems like there's justtoo
Quoted text (11 lines)> much tire grip. > > I've also fiddled with my controller rates a bit, and it (the understeer) > hasn't gotten any better. I'm led to believe that either (a), the physics > and/or tire model is extremely FUBAR'ed, (b), I'm doing something terribly > wrong with my newest setup, or (c), the track modelling is causing me > enormous problems in this case. > > -Will > >
I just tried the demo to see what all the fuss was about and it really didn't seem that bad to me. It's just the classic problem with ISI games where you have to know how to set it up because by default everything is geared to the keyboard player. Are you familiar with F1 2002? All the same tweaks apply. Once you have it set up right it feels fine, IMO. Stuff you pretty much have to do with any ISI game: - Turn off all the freaking driver aids (except auto clutch if you don't have a clutch pedal). If you are using a wheel and pedals you don't need any of them. - Set all deadzones to 0 - Set all axis sensitivities to 50% - Set Speed Sensitivity to the minimum (10% in Thunder is the same as 0% in the F1 games - I checked the value in the player file) - If you don't like the resulting steering sensitivity, adjust the lock angle in the vehicle setup, don't fool around with the control sensitivities. - Force feedback strength has to be set to a negative value for most common controllers. It should be real obvious if you have it the wrong way. - Go into your Save folder, under your playername, and open the .plr file with a text editor. Under "Driving Aids" set "Half Rate" to 0. Trust me, you want this. ;o) - Optional - I noticed in the demo controller menu there was no mapping for look left and look right. These functions are present in the player file and you can use them, although when you do you will find that ISI didn't bother to model the full cockpit! At least it's not there in the demo. If you have one of ISI's F1 games you can copy the key values for look left and look right from the F1 player file to the Thunder player file. I tried it, it works. Have fun, Hal "William Bradshaw" <[email hidden]> wrote in message news:[email hidden]... > > "William Bradshaw" <[email hidden]> wrote in message > news:[email hidden]... > > I've also fiddled with my controller rates a bit, and it (theundersteer) > > hasn't gotten any better. I'm led to believe that either (a), thephysics > > and/or tire model is extremely FUBAR'ed, (b), I'm doing somethingterribly
Quoted text (16 lines)> > wrong with my newest setup, or (c), the track modelling is causing me > > enormous problems in this case. > > > > -Will > > Apparently, I didn't fiddle enough with the controller settings. I was > playing around with the X-axis sensitivity, dead zones and a magic thing > called "speed sensitivity". Lo and behold, I found the right sequence > (involving speed sensitivity) and now have complete control of the virtual > car. > > Finally, I'll be able to get into the meat of the software. > > -Will > >
>"Bill Bollinger" <[email hidden]> wrote > The physics in NT2003 are on equal or higher plane than the current N2003. :-| -- -- Fran�ois M�nard <ymenard> -- http://ymenard.cjb.net/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Haqsau wrote: > I just tried the demo to see what all the fuss was about and it really > didn't seem that bad to me. It's just the classic problem with ISI games > where you have to know how to set it up because by default everything is > geared to the keyboard player. That would certainly explain much of the trouble I was having. > Are you familiar with F1 2002? All the same > tweaks apply. Once you have it set up right it feels fine, IMO. Stuff you > pretty much have to do with any ISI game: 'Fraid not, man. I mean I tried the demo out back before it's release, but F1 sims just aren't up my alley. I guess I'm a victim to ISI's creation in regards to getting things set just right. :) <SNIPPED A LOT OF EXCELLENT ADVICE>
Quoted text (12 lines)> - Optional - I noticed in the demo controller menu there was no mapping for > look left and look right. These functions are present in the player file > and you can use them, although when you do you will find that ISI didn't > bother to model the full cockpit! At least it's not there in the demo. If > you have one of ISI's F1 games you can copy the key values for look left and > look right from the F1 player file to the Thunder player file. I tried it, > it works. > > > Have fun, > Hal >
About them not modelling the entire cockpit, I had my suspicions when I noticed smoke barelling over the "dash" itself. I've already got that written down for my review, though I don't have a big problem with not having a "3D" cockpit. Just for the record, I did just fine in NASCAR Racing 2 and it's 2D cockpit! haha ;) Now that you've brought up the L/R views, could you perhaps clue me in on what those key values are? Or maybe a url that has already discussed it? As mentioned above, I don't own F1 2002 so I'm out of the loop on this one. BTW, thank you for posting those great tips. It's nice to know that it'll be stored at Google for enternity, should I or anyone else need to use them as a reference. If I had that advice days ago, I would've saved myself a ton of trouble. :) -Will
The key values will depend on what buttons you are trying to use. They are located in the "[ Controls ]" section of the player file. Here are the two lines from my F1 2002 file: Control - Look Left="(1, 44)" Control - Look Right="(1, 45)" The first number is the controller number (1st controller is 0, 2nd controller is 1) and the second number is the button number, which will be different for each controller type. Those lines are already in your Thunder player file but they are not assigned to anything useful. What you could do is assign the two buttons to some other function, like brake bias, then look in the player file to see what the numbers are, and then manually put those numbers into the above lines. Of course also take them out of the "brake bias" lines or you will get some undesired behavior - the engine does not prevent you from assigning keys to multiple functions and will happily do everything you assigned the keys to simultaneously. "William Bradshaw" <[email hidden]> wrote in message news:[email hidden]... > > Now that you've brought up the L/R views, could you perhaps clue me in > on what those key values are? Or maybe a url that has already discussed > it? As mentioned above, I don't own F1 2002 so I'm out of the loop on > this one. >
Truth yoda! "ymenard" <[email hidden]> wrote in message news:o7_pa.4200$[email hidden]... > >"Bill Bollinger" <[email hidden]> wrote > > The physics in NT2003 are on equal or higher plane than the currentN2003.
Quoted text (17 lines)> > > :-| > > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://ymenard.cjb.net/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > >

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