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What's new in N2003 :)

91 posts by 36 people · 18 Jan 2003 03:33 UTC - 26 Jan 2003 18:09 UTC

Notable threadBeta tester details new features in NR2003

With Papyrus's permission, beta tester Rodney Arndt posted a long list of NR2003 features, including server admin commands for flags and lap penalties, improved AI, adjustable cockpit field of view and the system requirements. Eric Busch clarified that the game uses DirectX 8.1 but ships with DirectX 9. Most welcomed the changes, while David G Fisher mocked them as arcade features.

With Eric Busch (Papyrus)

release/newsonline racing/leaguesNASCAR Racing 2003 Season

Automated summary.

Rodney Arndt 18 Jan 2003 03:33 UTC#81739
As a beta tester for N2003, Papyrus has allowed me to discuss some of the new features that will be included in N2003. The reason I'm giving you guys this information is to show you how many things have been added, changed or updated. At 1st look, many may not recognize all the work that has gone into this sim. I can honestly say this is the best & most realistic NASCAR racing sim to date :) Improved physics. Input supplied by actual WC chief engineers Tires & grip modeled directly from Goodyear specs 50 more horsepower Wall glue less sticky Improved AI Improved graphics Improved sounds (in car, replays, menus) Actual WC setups Updated tracks Realistic weather that changes during sessions and race Live weather updates shown on F1 screen Tire temps now start out warmer or colder depending on track weather Pace car is now a ghost car Far-chase driving view Adjustable cockpit view Off-line league support in exported standings Polling & vote system Additional admin. commands Advanced controller options Advanced graphic options Gamma & brightness options Shadows options. On ground from cars & structures. Shadows on cars from other cars & structures as well as into cockpit Reflections on structures Solar effects Track lighting Hard core mode Windshield buildup Bumpy tracks accurately modeled 3d crowds Stability driving aid Animated objects (planes, blimps, helicopters) Animated flags indicating wind direction Opponent pit crew & pit box option Improved pit crew graphics Ability to set pit stop frequency Adaptive speed control for AI Auto option for setting AI behavior that adjusts itself automatically based on past performances Damage remodeled Driver hand movements on wheel in rear chase view Texture filtering options Smaller fuel tanks at restrictor tracks Updated rules & penalties -- www.sascar.com
A ghost car meaning you can drive through it, or it can drive through you without causing damage. -- www.sascar.com "Doug Ellison" <[email hidden]> wrote in message news:O%3W9.6021$xE1.895776@stones... > > > Pace car is now a ghost car > HUH? > > > > Adjustable cockpit view > > AT LAST > > Pity I wont be buying it - hey ho > > Doug > >
Rodney can you give us some details on the online boss features. Can they throw flags or set a flag after so many laps? "Rodney Arndt" <[email hidden]> wrote in message news:BW3W9.85687$[email hidden]... > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > new features that will be included in N2003. The reason I'm giving youguys > this information is to show you how many things have been added, changedor > updated. At 1st look, many may not recognize all the work that has goneinto > this sim. I can honestly say this is the best & most realistic NASCARracing
Quoted text (40 lines)> sim to date :) > > Improved physics. Input supplied by actual WC chief engineers > Tires & grip modeled directly from Goodyear specs > 50 more horsepower > Wall glue less sticky > Improved AI > Improved graphics > Improved sounds (in car, replays, menus) > Actual WC setups > Updated tracks > Realistic weather that changes during sessions and race > Live weather updates shown on F1 screen > Tire temps now start out warmer or colder depending on track weather > Pace car is now a ghost car > Far-chase driving view > Adjustable cockpit view > Off-line league support in exported standings > Polling & vote system > Additional admin. commands > Advanced controller options > Advanced graphic options > Gamma & brightness options > Shadows options. On ground from cars & structures. Shadows on cars from > other cars & structures as well as into cockpit > Reflections on structures > Solar effects > Track lighting > Hard core mode > Windshield buildup > Bumpy tracks accurately modeled > 3d crowds > Stability driving aid > Animated objects (planes, blimps, helicopters) > Animated flags indicating wind direction > Opponent pit crew & pit box option > Improved pit crew graphics > Ability to set pit stop frequency > Adaptive speed control for AI > Auto option for setting AI behavior that adjusts itself automatically
based
Quoted text (11 lines)> on past performances > Damage remodeled > Driver hand movements on wheel in rear chase view > Texture filtering options > Smaller fuel tanks at restrictor tracks > Updated rules & penalties > > -- > www.sascar.com > >
ADDITIONAL SERVER ADMINISTRATION COMMANDS In addition to ejecting and banning drivers, server admins and bosses have several additional administration commands which they may use to control their server. These commands are entered as chat messages, and must be preceded by an exclamation point as outlined below: !list_commands - Returns a complete list of administration commands. !list_polls - Returns a complete list of avaliable polls (see section below for details) !do_not_auto_start_next_race - Temporarily overrides a server running a series of looped races allowing you to exit back to the track setup screen and select a new track and/or race options (note that the server will resume the previous loop at the completion of the race using the newly selected race options). !show_password - Returns the server's current access, boss, and boss username passwords. The server's password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username" !show_admin_password - Returns the server's current admin password (available to admins only). !set_password - Used to change the server's current access password. The format of the command is "!set_password access_pwd", where "access_pwd" is the desired access password for the server. The server's updated password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username" !set_admin_password - Used to change the server's current admin password. The format of the command is "!set_admin_password admin_pwd", where "admin_pwd" is the desired admin password for the server (available to admins only). !set_boss_password - Used to change the server's current boss password. The format of the command is "!set_boss_password boss_pwd", where "boss_pwd" is the desired boss password for the server. The server's updated password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username" (available to admins only). !set_boss_user - Used to set the server's current boss username password. The chat command "!set_boss_user boss_username" would make a user named Fred a boss when they connected to the server. The server's updated password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username" (available to admins only). !clear_password - Removes the server's current access password. The server's updated password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username". !clear_admin_password - Removes the server's current admin password (available to admins only). !clear_boss_password - Removes the server's current boss password. The server's updated password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username" (available to admins only). !clear_boss_user - Removes the server's current boss username password. The server's updated password string will be reported back in the following format: "access_pwd/boss_pwd=boss_username" (available to admins only). !make_boss - Used to give boss privileges to a player currently connected to the server. The format of the command is "!make_boss player", where player can either be the "#" symbol along with the player's car number, or the player's name. !make_non_boss - Used to remove boss privileges from a player currently connected to the server. The format of the command is "!make_non_boss player", where player can either be the "#" symbol along with the player's car number, or the player's name. !yellow - Used to throw a yellow flag during race sessions. You may not issue this command during the pace lap, or in the middle of a caution period. You can, however, issue it after receiving the one-to-go signal, thus prolonging a caution. !black - Used to issue a black flag penalty to a user during race sessions. The format of the command is "!black player", where player can either be the "#" symbol along with the player's car number, or the player's name. !clear - Used to clear a player's penalties. The format of the command is "!clear player", where player can either be the "#" symbol along with the player's car number, or the player's name. This command is and only valid when the player has a black flag penalty pending, or is currently serving a black flag penalty. !lap+ - Used to give a lap back to a player during a race. The format of the command is "!lap+ player", where player can either be the "#" symbol along with the player's car number, or the player's name. !lap- - Used to take a lap away from a player during a race. The format of the command is "!lap- player", where player can either be the "#" symbol along with the player's car number, or the player's name. !shutdown - Shuts down the server (available to admins only). -- www.sascar.com "Schooner" <[email hidden]> wrote in message news:Z44W9.242437$[email hidden]... > Rodney can you give us some details on the online boss features. > Can they throw flags or set a flag after so many laps? > > "Rodney Arndt" <[email hidden]> wrote in message > news:BW3W9.85687$[email hidden]... > > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > > new features that will be included in N2003. The reason I'm giving you > guys > > this information is to show you how many things have been added, changed > or > > updated. At 1st look, many may not recognize all the work that has gone > into > > this sim. I can honestly say this is the best & most realistic NASCAR > racing > > sim to date :) > > > > Improved physics. Input supplied by actual WC chief engineers > > Tires & grip modeled directly from Goodyear specs > > 50 more horsepower > > Wall glue less sticky > > Improved AI > > Improved graphics > > Improved sounds (in car, replays, menus) > > Actual WC setups > > Updated tracks > > Realistic weather that changes during sessions and race > > Live weather updates shown on F1 screen > > Tire temps now start out warmer or colder depending on track weather > > Pace car is now a ghost car > > Far-chase driving view > > Adjustable cockpit view > > Off-line league support in exported standings > > Polling & vote system > > Additional admin. commands > > Advanced controller options > > Advanced graphic options > > Gamma & brightness options > > Shadows options. On ground from cars & structures. Shadows on cars from > > other cars & structures as well as into cockpit > > Reflections on structures > > Solar effects > > Track lighting > > Hard core mode > > Windshield buildup > > Bumpy tracks accurately modeled > > 3d crowds > > Stability driving aid > > Animated objects (planes, blimps, helicopters) > > Animated flags indicating wind direction > > Opponent pit crew & pit box option > > Improved pit crew graphics > > Ability to set pit stop frequency > > Adaptive speed control for AI > > Auto option for setting AI behavior that adjusts itself automatically > based > > on past performances > > Damage remodeled > > Driver hand movements on wheel in rear chase view > > Texture filtering options > > Smaller fuel tanks at restrictor tracks > > Updated rules & penalties > > > > -- > > www.sascar.com > > > > > >
Excellent!! "Rodney Arndt" <[email hidden]> wrote in message news:rf4W9.85708$[email hidden]...
Quoted text (10 lines)> ADDITIONAL SERVER ADMINISTRATION COMMANDS > > In addition to ejecting and banning drivers, server admins and bosses have > several additional administration commands which they may use to control > their server. These commands are entered as chat messages, and must be > preceded by an exclamation point as outlined below: > > !list_commands - Returns a complete list of administration commands. > > !list_polls - Returns a complete list of avaliable polls (see section
below > for details) > > !do_not_auto_start_next_race - Temporarily overrides a server running a > series of looped races allowing you to exit back to the track setup screen > and select a new track and/or race options (note that the server willresume
Quoted text (11 lines)> the previous loop at the completion of the race using the newly selected > race options). > > !show_password - Returns the server's current access, boss, and boss > username passwords. The server's password string will be reported back in > the following format: "access_pwd/boss_pwd=boss_username" > > !show_admin_password - Returns the server's current admin password > (available to admins only). > > !set_password - Used to change the server's current access password.
The
Quoted text (12 lines)> format of the command is "!set_password access_pwd", where "access_pwd" is > the desired access password for the server. The server's updated password > string will be reported back in the following format: > "access_pwd/boss_pwd=boss_username" > > !set_admin_password - Used to change the server's current admin password. > The format of the command is "!set_admin_password admin_pwd", where > "admin_pwd" is the desired admin password for the server (available to > admins only). > > !set_boss_password - Used to change the server's current boss password. > The format of the command is "!set_boss_password boss_pwd", where
"boss_pwd" > is the desired boss password for the server. The server's updatedpassword > string will be reported back in the following format: > "access_pwd/boss_pwd=boss_username" (available to admins only). > > !set_boss_user - Used to set the server's current boss username password. > The chat command "!set_boss_user boss_username" would make a user namedFred
Quoted text (17 lines)> a boss when they connected to the server. The server's updated password > string will be reported back in the following format: > "access_pwd/boss_pwd=boss_username" (available to admins only). > > !clear_password - Removes the server's current access password. The > server's updated password string will be reported back in the following > format: "access_pwd/boss_pwd=boss_username". > > !clear_admin_password - Removes the server's current admin password > (available to admins only). > > !clear_boss_password - Removes the server's current boss password. The > server's updated password string will be reported back in the following > format: "access_pwd/boss_pwd=boss_username" (available to admins only). > > !clear_boss_user - Removes the server's current boss username password. > The server's updated password string will be reported back in the
following
Quoted text (13 lines)> format: "access_pwd/boss_pwd=boss_username" (available to admins only). > > !make_boss - Used to give boss privileges to a player currently connected > to the server. The format of the command is "!make_boss player", where > player can either be the "#" symbol along with the player's car number, or > the player's name. > > !make_non_boss - Used to remove boss privileges from a player currently > connected to the server. The format of the command is "!make_non_boss > player", where player can either be the "#" symbol along with the player's > car number, or the player's name. > > !yellow - Used to throw a yellow flag during race sessions. You may
not
Quoted text (7 lines)> issue this command during the pace lap, or in the middle of a caution > period. You can, however, issue it after receiving the one-to-go signal, > thus prolonging a caution. > > !black - Used to issue a black flag penalty to a user during race > sessions. The format of the command is "!black player", where player can > either be the "#" symbol along with the player's car number, or the
player's > name. > > !clear - Used to clear a player's penalties. The format of the command > is "!clear player", where player can either be the "#" symbol along withthe > player's car number, or the player's name. This command is and only valid > when the player has a black flag penalty pending, or is currently servinga > black flag penalty. > > !lap+ - Used to give a lap back to a player during a race. The formatof > the command is "!lap+ player", where player can either be the "#" symbol > along with the player's car number, or the player's name. > > !lap- - Used to take a lap away from a player during a race. Theformat > of the command is "!lap- player", where player can either be the "#"symbol
Quoted text (18 lines)> along with the player's car number, or the player's name. > > !shutdown - Shuts down the server (available to admins only). > > -- > www.sascar.com > "Schooner" <[email hidden]> wrote in message > news:Z44W9.242437$[email hidden]... > > Rodney can you give us some details on the online boss features. > > Can they throw flags or set a flag after so many laps? > > > > "Rodney Arndt" <[email hidden]> wrote in message > > news:BW3W9.85687$[email hidden]... > > > As a beta tester for N2003, Papyrus has allowed me to discuss some of > the > > > new features that will be included in N2003. The reason I'm giving you > > guys > > > this information is to show you how many things have been added,
changed > > or > > > updated. At 1st look, many may not recognize all the work that hasgone
Quoted text (27 lines)> > into > > > this sim. I can honestly say this is the best & most realistic NASCAR > > racing > > > sim to date :) > > > > > > Improved physics. Input supplied by actual WC chief engineers > > > Tires & grip modeled directly from Goodyear specs > > > 50 more horsepower > > > Wall glue less sticky > > > Improved AI > > > Improved graphics > > > Improved sounds (in car, replays, menus) > > > Actual WC setups > > > Updated tracks > > > Realistic weather that changes during sessions and race > > > Live weather updates shown on F1 screen > > > Tire temps now start out warmer or colder depending on track weather > > > Pace car is now a ghost car > > > Far-chase driving view > > > Adjustable cockpit view > > > Off-line league support in exported standings > > > Polling & vote system > > > Additional admin. commands > > > Advanced controller options > > > Advanced graphic options > > > Gamma & brightness options > > > Shadows options. On ground from cars & structures. Shadows on cars
from
Quoted text (32 lines)> > > other cars & structures as well as into cockpit > > > Reflections on structures > > > Solar effects > > > Track lighting > > > Hard core mode > > > Windshield buildup > > > Bumpy tracks accurately modeled > > > 3d crowds > > > Stability driving aid > > > Animated objects (planes, blimps, helicopters) > > > Animated flags indicating wind direction > > > Opponent pit crew & pit box option > > > Improved pit crew graphics > > > Ability to set pit stop frequency > > > Adaptive speed control for AI > > > Auto option for setting AI behavior that adjusts itself automatically > > based > > > on past performances > > > Damage remodeled > > > Driver hand movements on wheel in rear chase view > > > Texture filtering options > > > Smaller fuel tanks at restrictor tracks > > > Updated rules & penalties > > > > > > -- > > > www.sascar.com > > > > > > > > > > > >
"Rodney Arndt" <[email hidden]> wrote in message news:BW3W9.85687$[email hidden]... > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > new features that will be included in N2003. The reason I'm giving youguys > this information is to show you how many things have been added, changedor > updated. At 1st look, many may not recognize all the work that has goneinto > this sim. I can honestly say this is the best & most realistic NASCARracing
Quoted text (40 lines)> sim to date :) > > Improved physics. Input supplied by actual WC chief engineers > Tires & grip modeled directly from Goodyear specs > 50 more horsepower > Wall glue less sticky > Improved AI > Improved graphics > Improved sounds (in car, replays, menus) > Actual WC setups > Updated tracks > Realistic weather that changes during sessions and race > Live weather updates shown on F1 screen > Tire temps now start out warmer or colder depending on track weather > Pace car is now a ghost car > Far-chase driving view > Adjustable cockpit view > Off-line league support in exported standings > Polling & vote system > Additional admin. commands > Advanced controller options > Advanced graphic options > Gamma & brightness options > Shadows options. On ground from cars & structures. Shadows on cars from > other cars & structures as well as into cockpit > Reflections on structures > Solar effects > Track lighting > Hard core mode > Windshield buildup > Bumpy tracks accurately modeled > 3d crowds > Stability driving aid > Animated objects (planes, blimps, helicopters) > Animated flags indicating wind direction > Opponent pit crew & pit box option > Improved pit crew graphics > Ability to set pit stop frequency > Adaptive speed control for AI > Auto option for setting AI behavior that adjusts itself automatically
based
Quoted text (9 lines)> on past performances > Damage remodeled > Driver hand movements on wheel in rear chase view > Texture filtering options > Smaller fuel tanks at restrictor tracks > Updated rules & penalties > > -- > www.sascar.com
Thanks Rodney ! John > >
Sounds great! Any idea yet what the hardware requirements will be? Recommended specs for CPU, Video, RAM, etc.? "Rodney Arndt" <[email hidden]> wrote in message news:BW3W9.85687$[email hidden]... > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > new features that will be included in N2003. The reason I'm giving youguys > this information is to show you how many things have been added, changedor > updated. At 1st look, many may not recognize all the work that has goneinto > this sim. I can honestly say this is the best & most realistic NASCARracing
Quoted text (40 lines)> sim to date :) > > Improved physics. Input supplied by actual WC chief engineers > Tires & grip modeled directly from Goodyear specs > 50 more horsepower > Wall glue less sticky > Improved AI > Improved graphics > Improved sounds (in car, replays, menus) > Actual WC setups > Updated tracks > Realistic weather that changes during sessions and race > Live weather updates shown on F1 screen > Tire temps now start out warmer or colder depending on track weather > Pace car is now a ghost car > Far-chase driving view > Adjustable cockpit view > Off-line league support in exported standings > Polling & vote system > Additional admin. commands > Advanced controller options > Advanced graphic options > Gamma & brightness options > Shadows options. On ground from cars & structures. Shadows on cars from > other cars & structures as well as into cockpit > Reflections on structures > Solar effects > Track lighting > Hard core mode > Windshield buildup > Bumpy tracks accurately modeled > 3d crowds > Stability driving aid > Animated objects (planes, blimps, helicopters) > Animated flags indicating wind direction > Opponent pit crew & pit box option > Improved pit crew graphics > Ability to set pit stop frequency > Adaptive speed control for AI > Auto option for setting AI behavior that adjusts itself automatically
based
Quoted text (11 lines)> on past performances > Damage remodeled > Driver hand movements on wheel in rear chase view > Texture filtering options > Smaller fuel tanks at restrictor tracks > Updated rules & penalties > > -- > www.sascar.com > >
I don't have that info at this time, but I could probably find out. -- www.sascar.com "Haqsau" <[email hidden]> wrote in message news:b0ak0c$ngjqi$[email hidden]... > Sounds great! Any idea yet what the hardware requirements will be? > Recommended specs for CPU, Video, RAM, etc.? > > > "Rodney Arndt" <[email hidden]> wrote in message > news:BW3W9.85687$[email hidden]... > > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > > new features that will be included in N2003. The reason I'm giving you > guys > > this information is to show you how many things have been added, changed > or > > updated. At 1st look, many may not recognize all the work that has gone > into > > this sim. I can honestly say this is the best & most realistic NASCAR > racing > > sim to date :) > > > > Improved physics. Input supplied by actual WC chief engineers > > Tires & grip modeled directly from Goodyear specs > > 50 more horsepower > > Wall glue less sticky > > Improved AI > > Improved graphics > > Improved sounds (in car, replays, menus) > > Actual WC setups > > Updated tracks > > Realistic weather that changes during sessions and race > > Live weather updates shown on F1 screen > > Tire temps now start out warmer or colder depending on track weather > > Pace car is now a ghost car > > Far-chase driving view > > Adjustable cockpit view > > Off-line league support in exported standings > > Polling & vote system > > Additional admin. commands > > Advanced controller options > > Advanced graphic options > > Gamma & brightness options > > Shadows options. On ground from cars & structures. Shadows on cars from > > other cars & structures as well as into cockpit > > Reflections on structures > > Solar effects > > Track lighting > > Hard core mode > > Windshield buildup > > Bumpy tracks accurately modeled > > 3d crowds > > Stability driving aid > > Animated objects (planes, blimps, helicopters) > > Animated flags indicating wind direction > > Opponent pit crew & pit box option > > Improved pit crew graphics > > Ability to set pit stop frequency > > Adaptive speed control for AI > > Auto option for setting AI behavior that adjusts itself automatically > based > > on past performances > > Damage remodeled > > Driver hand movements on wheel in rear chase view > > Texture filtering options > > Smaller fuel tanks at restrictor tracks > > Updated rules & penalties > > > > -- > > www.sascar.com > > > > > >
>"Doug Ellison" <[email hidden]> wrote > > Pace car is now a ghost car > HUH? Creating a good pacecar is actually very difficult, as there is often anomalies (the aftermath of wrecking is chaotic in motorsports). It cared about nobody. Everybody that was in his path, was dog food ;) For a long time (since Nascar Racing 3), the pacecar had destroyed many, many people's car in multiplayer races. Before in Nascar Racing 2 the pacecar would stop behind other cars, so they decided to put in a bad character into it for N3 (or perhaps N4). Some lamers in races would annoy the field by blocking the pacecar. It would also create confusion on normal races on tight courses where the pacecar had to find a way up front, passing the field to catch the leader. When the yellow comes out, the pacecar gets off his stationary position in the pits. He is a solid entity. Papy gave him superhuman powers and skills so that the yellow transition would be better. He had the ability to go 0-120mph in about 2seconds. So when the pacecar exited the pits, it would often be in the patch of the wrecked cars. Considering it's nature, it's collision detection was superior to others, so it would often create big wrecks on others. How often did I see people type "I just got killed by the pacecar". I'm sure behind it's wheel was Satan himself! :) Trust me, I've had a couple of encounters with it. It wasn't funny. It was nicknamed the "PACECAR OF DOOM!!!!" by many. I was one of the people who asked for a long time to make it a ghost. Not "transparent" graphically, just having it pass through the cars. It's just too complicated to have it go normally. It has no advantage, I mean all it could do more was to wreck cars. With it being a ghost, it keeps everything it does, but stops wrecking other cars. -- -- 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...
On Sat, 18 Jan 2003 03:33:53 GMT, "Rodney Arndt" <[email hidden]> wrote: >Wall glue less sticky >Pace car is now a ghost car >Off-line league support in exported standings >Polling & vote system >Additional admin. commands >Hard core mode Damn. It's kinda of amazing how you can take a bunch of tiny improvements and come up with something that will probably make quite a few people happy. Jason
Operating Systems: Windows 98/ME/2000/XP* * NOTE: Users on 2000 and XP may need to be logged in to Windows with local administrator privileges. Minimum: Pentium II 450 MHz processor 64 MB of RAM 16 MB Direct3D compatible video card 8X CD-ROM drive DirectX 9.0 or later OpenGL* 1.1 or later Recommended: Pentium III 800 MHz or higher 128 MB or more of RAM 32 MB or higher Direct3D compatible video card DirectSound compatible sound card DirectInput compatible game controller 56 Kbs modem -- www.sascar.com "Haqsau" <[email hidden]> wrote in message news:b0ak0c$ngjqi$[email hidden]... > Sounds great! Any idea yet what the hardware requirements will be? > Recommended specs for CPU, Video, RAM, etc.? > > > "Rodney Arndt" <[email hidden]> wrote in message > news:BW3W9.85687$[email hidden]... > > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > > new features that will be included in N2003. The reason I'm giving you > guys > > this information is to show you how many things have been added, changed > or > > updated. At 1st look, many may not recognize all the work that has gone > into > > this sim. I can honestly say this is the best & most realistic NASCAR > racing > > sim to date :) > > > > Improved physics. Input supplied by actual WC chief engineers > > Tires & grip modeled directly from Goodyear specs > > 50 more horsepower > > Wall glue less sticky > > Improved AI > > Improved graphics > > Improved sounds (in car, replays, menus) > > Actual WC setups > > Updated tracks > > Realistic weather that changes during sessions and race > > Live weather updates shown on F1 screen > > Tire temps now start out warmer or colder depending on track weather > > Pace car is now a ghost car > > Far-chase driving view > > Adjustable cockpit view > > Off-line league support in exported standings > > Polling & vote system > > Additional admin. commands > > Advanced controller options > > Advanced graphic options > > Gamma & brightness options > > Shadows options. On ground from cars & structures. Shadows on cars from > > other cars & structures as well as into cockpit > > Reflections on structures > > Solar effects > > Track lighting > > Hard core mode > > Windshield buildup > > Bumpy tracks accurately modeled > > 3d crowds > > Stability driving aid > > Animated objects (planes, blimps, helicopters) > > Animated flags indicating wind direction > > Opponent pit crew & pit box option > > Improved pit crew graphics > > Ability to set pit stop frequency > > Adaptive speed control for AI > > Auto option for setting AI behavior that adjusts itself automatically > based > > on past performances > > Damage remodeled > > Driver hand movements on wheel in rear chase view > > Texture filtering options > > Smaller fuel tanks at restrictor tracks > > Updated rules & penalties > > > > -- > > www.sascar.com > > > > > >
Jason won't like all those arcade features. BTW, I thought the in car FOV in N2002 was accurate. Makes all those endless threads debating the issue seem stupid now that Papyrus has made it adjustable. David G Fisher "Rodney Arndt" <[email hidden]> wrote in message news:BW3W9.85687$[email hidden]... > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > new features that will be included in N2003. The reason I'm giving youguys > this information is to show you how many things have been added, changedor > updated. At 1st look, many may not recognize all the work that has goneinto > this sim. I can honestly say this is the best & most realistic NASCARracing
Quoted text (40 lines)> sim to date :) > > Improved physics. Input supplied by actual WC chief engineers > Tires & grip modeled directly from Goodyear specs > 50 more horsepower > Wall glue less sticky > Improved AI > Improved graphics > Improved sounds (in car, replays, menus) > Actual WC setups > Updated tracks > Realistic weather that changes during sessions and race > Live weather updates shown on F1 screen > Tire temps now start out warmer or colder depending on track weather > Pace car is now a ghost car > Far-chase driving view > Adjustable cockpit view > Off-line league support in exported standings > Polling & vote system > Additional admin. commands > Advanced controller options > Advanced graphic options > Gamma & brightness options > Shadows options. On ground from cars & structures. Shadows on cars from > other cars & structures as well as into cockpit > Reflections on structures > Solar effects > Track lighting > Hard core mode > Windshield buildup > Bumpy tracks accurately modeled > 3d crowds > Stability driving aid > Animated objects (planes, blimps, helicopters) > Animated flags indicating wind direction > Opponent pit crew & pit box option > Improved pit crew graphics > Ability to set pit stop frequency > Adaptive speed control for AI > Auto option for setting AI behavior that adjusts itself automatically
based
Quoted text (11 lines)> on past performances > Damage remodeled > Driver hand movements on wheel in rear chase view > Texture filtering options > Smaller fuel tanks at restrictor tracks > Updated rules & penalties > > -- > www.sascar.com > >
>"David G Fisher" <[email hidden]> wrote > BTW, I thought the in car FOV in N2002 was accurate. Makes all thoseendless > threads debating the issue seem stupid now that Papyrus has made it > adjustable. With widescreen and other types of monitor configuration, and adjustable FOV was a normal thing to have for the future. It's the same reason why it was implemented in GPL by third-party users, and the same reason why it was implemented in NR2002 by third-party users. Again your bitterness suggest a failure of the community. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
On Fri, 17 Jan 2003 23:57:22 -0500, "David G Fisher" <[email hidden]> wrote: >Jason won't like all those arcade features. Oh, I guess I don't like them in the dozen or so console racers I play either. I've never complained about adding arcade features or features that would make the game more accessible to a wider audience. I just don't really consider them to be a necessity, and I certainly would much rather have development time spent on improving the level of immersion created by the driving model than on things like real-time shadows and accelerated tire and fuel usage. And now I'm off to porpoise around Priory some more. You have to love when a company designs tracks with high-frequency bumps that the physics engine isn't capable of handling. Maybe I should do some laps at Bristol in Thunder 2003 and marvel as the car skips 6 inches in the air mid-turn everytime it hits a crack in the pavement. It's sad when a toned-down console version of a title is more convincing than its simulation-oriented PC counterpart. Jason
"ymenard" wrote... > > <snip> > I'm sure behind it's wheel was Satan himself! :) > <snip> > With it being a ghost, it keeps everything it does, but stops > wrecking other cars. Too bad... I liked bumping it to freak out my crew chief. ;-) Jan. =---
David G Fisher wrote: > > Jason won't like all those arcade features. > > BTW, I thought the in car FOV in N2002 was accurate. Makes all those endless > threads debating the issue seem stupid now that Papyrus has made it > adjustable. Stupid? Like when you said this? "NASCAR sims are easy and very boring. Turning left is hardly a great skill." -- David G Fisher
"Gerry Aitken" <[email hidden]> wrote in message news:[email hidden]... > David G Fisher wrote: > > > > Jason won't like all those arcade features. > > > > BTW, I thought the in car FOV in N2002 was accurate. Makes all thoseendless
Quoted text (7 lines)> > threads debating the issue seem stupid now that Papyrus has made it > > adjustable. > > Stupid? Like when you said this? > > "NASCAR sims are easy and very boring. Turning left is hardly a great > skill." -- David G Fisher
It took me about .0001 of a second to know that you're trying to get me in trouble with the RASCAR guys by posting that little quote. Try not to be so obvious. David G Fisher
My mistake guys, I forgot the 3d crowds were dropped early on in the project. I also forgot to mention the following additions... Brighter warning lights 4 distinct car models (no difference in performance) Different color pace cars Multiple voices for the "Drivers start your engines" command I'm sure there are other things I'm forgetting... it's been a long night. -- www.sascar.com "Rodney Arndt" <[email hidden]> wrote in message news:BW3W9.85687$[email hidden]... > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > new features that will be included in N2003. The reason I'm giving you guys > this information is to show you how many things have been added, changed or > updated. At 1st look, many may not recognize all the work that has gone into > this sim. I can honestly say this is the best & most realistic NASCAR racing > sim to date :) > > Improved physics. Input supplied by actual WC chief engineers > Tires & grip modeled directly from Goodyear specs > 50 more horsepower > Wall glue less sticky > Improved AI > Improved graphics > Improved sounds (in car, replays, menus) > Actual WC setups > Updated tracks > Realistic weather that changes during sessions and race > Live weather updates shown on F1 screen > Tire temps now start out warmer or colder depending on track weather > Pace car is now a ghost car > Far-chase driving view > Adjustable cockpit view > Off-line league support in exported standings > Polling & vote system > Additional admin. commands > Advanced controller options > Advanced graphic options > Gamma & brightness options > Shadows options. On ground from cars & structures. Shadows on cars from > other cars & structures as well as into cockpit > Reflections on structures > Solar effects > Track lighting > Hard core mode > Windshield buildup > Bumpy tracks accurately modeled > 3d crowds > Stability driving aid > Animated objects (planes, blimps, helicopters) > Animated flags indicating wind direction > Opponent pit crew & pit box option > Improved pit crew graphics > Ability to set pit stop frequency > Adaptive speed control for AI > Auto option for setting AI behavior that adjusts itself automatically based > on past performances > Damage remodeled > Driver hand movements on wheel in rear chase view > Texture filtering options > Smaller fuel tanks at restrictor tracks > Updated rules & penalties > > -- > www.sascar.com > >
Those requirements sound generous :) The "recommended" system might be better thought of as "minimum" requirement if you think of N2002 and want some of the eye candy. -- Philippe "Philster" Sergerie "Rodney Arndt" <[email hidden]> wrote in message news:pU4W9.85738$[email hidden]... > Operating Systems: > Windows 98/ME/2000/XP* > > * NOTE: Users on 2000 and XP may need to be logged in to Windows with local > administrator privileges. > > Minimum: > Pentium II 450 MHz processor > 64 MB of RAM > 16 MB Direct3D compatible video card > 8X CD-ROM drive > DirectX 9.0 or later > OpenGL* 1.1 or later > > Recommended: > Pentium III 800 MHz or higher > 128 MB or more of RAM > 32 MB or higher Direct3D compatible video card > DirectSound compatible sound card > DirectInput compatible game controller > 56 Kbs modem > > -- > www.sascar.com > "Haqsau" <[email hidden]> wrote in message > news:b0ak0c$ngjqi$[email hidden]... > > Sounds great! Any idea yet what the hardware requirements will be? > > Recommended specs for CPU, Video, RAM, etc.? > > > > > > "Rodney Arndt" <[email hidden]> wrote in message > > news:BW3W9.85687$[email hidden]... > > > As a beta tester for N2003, Papyrus has allowed me to discuss some of > the > > > new features that will be included in N2003. The reason I'm giving you > > guys > > > this information is to show you how many things have been added, changed > > or > > > updated. At 1st look, many may not recognize all the work that has gone > > into > > > this sim. I can honestly say this is the best & most realistic NASCAR > > racing > > > sim to date :) > > > > > > Improved physics. Input supplied by actual WC chief engineers > > > Tires & grip modeled directly from Goodyear specs > > > 50 more horsepower > > > Wall glue less sticky > > > Improved AI > > > Improved graphics > > > Improved sounds (in car, replays, menus) > > > Actual WC setups > > > Updated tracks > > > Realistic weather that changes during sessions and race > > > Live weather updates shown on F1 screen > > > Tire temps now start out warmer or colder depending on track weather > > > Pace car is now a ghost car > > > Far-chase driving view > > > Adjustable cockpit view > > > Off-line league support in exported standings > > > Polling & vote system > > > Additional admin. commands > > > Advanced controller options > > > Advanced graphic options > > > Gamma & brightness options > > > Shadows options. On ground from cars & structures. Shadows on cars from > > > other cars & structures as well as into cockpit > > > Reflections on structures > > > Solar effects > > > Track lighting > > > Hard core mode > > > Windshield buildup > > > Bumpy tracks accurately modeled > > > 3d crowds > > > Stability driving aid > > > Animated objects (planes, blimps, helicopters) > > > Animated flags indicating wind direction > > > Opponent pit crew & pit box option > > > Improved pit crew graphics > > > Ability to set pit stop frequency > > > Adaptive speed control for AI > > > Auto option for setting AI behavior that adjusts itself automatically > > based > > > on past performances > > > Damage remodeled > > > Driver hand movements on wheel in rear chase view > > > Texture filtering options > > > Smaller fuel tanks at restrictor tracks > > > Updated rules & penalties > > > > > > -- > > > www.sascar.com > > > > > > > > > > > >
In article <pU4W9.85738$[email hidden]>, [email hidden] says...
Quoted text (21 lines)> Operating Systems: > Windows 98/ME/2000/XP* > > * NOTE: Users on 2000 and XP may need to be logged in to Windows with local > administrator privileges. > > Minimum: > Pentium II 450 MHz processor > 64 MB of RAM > 16 MB Direct3D compatible video card > 8X CD-ROM drive > DirectX 9.0 or later > OpenGL* 1.1 or later > > Recommended: > Pentium III 800 MHz or higher > 128 MB or more of RAM > 32 MB or higher Direct3D compatible video card > DirectSound compatible sound card > DirectInput compatible game controller > 56 Kbs modem
Remember, these requirements are determined by sales nazis who have no clue what it takes to run the sim well. From past experience, this is what the requirements should really be listed as: To get it installed (and run a dedicated server): Pentium II 450 MHz processor 64 MB of RAM 16 MB Direct3D compatible video card 8X CD-ROM drive DirectX 9.0 or later OpenGL* 1.1 or later Minimum: Pentium III 800 MHz 128 MB or more of RAM 32 MB or higher Direct3D compatible video card DirectSound compatible sound card DirectInput compatible game controller Recommended: Pentium/4 1.6 MHz 256 MB or more of RAM 64 MB or higher Direct3D compatible video card Optimum: Pentium/4 2.4 MHz or higher 512 MB or more of RAM 128 MB or higher DX9 compatible video card :)
In article <[email hidden]>, [email hidden] says...
Quoted text (23 lines)> > "Gerry Aitken" <[email hidden]> wrote in message > news:[email hidden]... > > David G Fisher wrote: > > > > > > Jason won't like all those arcade features. > > > > > > BTW, I thought the in car FOV in N2002 was accurate. Makes all those > endless > > > threads debating the issue seem stupid now that Papyrus has made it > > > adjustable. > > > > Stupid? Like when you said this? > > > > "NASCAR sims are easy and very boring. Turning left is hardly a great > > skill." -- David G Fisher > > It took me about .0001 of a second to know that you're trying to get me in > trouble with the RASCAR guys by posting that little quote. > > Try not to be so obvious. > > David G Fisher
What you said was about the sim, not about your fellow drivers. I'll let you know when you're in trouble, Dave. :)
In article <BW3W9.85687$[email hidden]>, Rodney Arndt <[email hidden]> writes
Quoted text (8 lines)>As a beta tester for N2003, Papyrus has allowed me to discuss some of the >new features that will be included in N2003. The reason I'm giving you guys >this information is to show you how many things have been added, changed >or >updated. At 1st look, many may not recognize all the work that has gone into >this sim. I can honestly say this is the best & most realistic NASCAR racing >sim to date :) >
<snip> >Improved AI Mmm, it'll be interesting to see what they mean by this. The AI certainly needed some improving. <snip> -- Peter Ives (AKA Pete Ivington) Remove ALL_STRESS before replying via email If you know what's good for you, don't listen to me :) GPLRank Joystick -50.63 Wheel -21.77
"Rodney Arndt" >> Additional admin. commands >> >> It won't be long before I begin to win races...Yessiree...for some reason whenever I will host, the entire field will get penalty after penalty and finish many many laps down. Soon the world will bow down and acknowledge my greatness. King Dave, Lord of the 1 lap penalties. You just KNOW that paticular feature is going to be abused. dave henrie
They are much improved. Almost to the point of being scary <g>. They will race you hard & take advantage of even the small mistakes. Believe it or not I just ran at Daytona with 1 real driver & ten ai. If you didn't tell me they were ai I wouldn't of known :) I've ran many races against the ai & came away smiling ear to ear. A lot of effort was put into trying to get them as good as possible. -- www.sascar.com "Peter Ives" <[email hidden]> wrote in message news:[email hidden]... > In article <BW3W9.85687$[email hidden]>, Rodney > Arndt <[email hidden]> writes > >As a beta tester for N2003, Papyrus has allowed me to discuss some of the > >new features that will be included in N2003. The reason I'm giving you guys > >this information is to show you how many things have been added, changed > >or > >updated. At 1st look, many may not recognize all the work that has gone into > >this sim. I can honestly say this is the best & most realistic NASCAR racing > >sim to date :) > > > > <snip> > > >Improved AI > > Mmm, it'll be interesting to see what they mean by this. The AI > certainly needed some improving. > > <snip> > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -21.77
Not everyone can use these features, only server admins. Unless everyone has the pw to setup a server the chances of this happening are slim. Unless you have an untrustworthy league admin <g>. -- www.sascar.com "Dave Henrie" <[email hidden]> wrote in message news:[email hidden]... > "Rodney Arndt" > > >> Additional admin. commands > >> > >> > It won't be long before I begin to win races...Yessiree...for some > reason whenever I will host, the entire field will get penalty after > penalty and finish many many laps down. Soon the world will bow down and > acknowledge my greatness. King Dave, Lord of the 1 lap penalties. > You just KNOW that paticular feature is going to be abused. > dave henrie
In article <wzdW9.85891$[email hidden]>, Rodney Arndt <[email hidden]> writes
Quoted text (7 lines)>They are much improved. Almost to the point of being scary <g>. They will >race you hard & take advantage of even the small mistakes. Believe it or not >I just ran at Daytona with 1 real driver & ten ai. If you didn't tell me >they were ai I wouldn't of known :) I've ran many races against the ai & >came away smiling ear to ear. A lot of effort was put into trying to get >them as good as possible. >
When you say they 'take advantage of even the small mistakes', one of the problems I found with NR2002 was that they would attack any kind of space into the corners, even if it wasn't really worthwhile, or just drive into the back of you if you had to slow for the car in front when braking for a corner. Have you been able to drive tracks other than Daytona, because this track isn't ideal for showing up the deficiancies of the AI.
Quoted text (35 lines)>"Peter Ives" <[email hidden]> wrote in >message >news:[email hidden]... >> In article <BW3W9.85687$[email hidden]>, >Rodney >> Arndt <[email hidden]> writes >> >As a beta tester for N2003, Papyrus has allowed me to discuss some of >the >> >new features that will be included in N2003. The reason I'm giving you >guys >> >this information is to show you how many things have been added, >changed >> >or >> >updated. At 1st look, many may not recognize all the work that has gone >into >> >this sim. I can honestly say this is the best & most realistic NASCAR >racing >> >sim to date :) >> > >> >> <snip> >> >> >Improved AI >> >> Mmm, it'll be interesting to see what they mean by this. The AI >> certainly needed some improving. >> >> <snip> >> -- >> Peter Ives (AKA Pete Ivington) >> Remove ALL_STRESS before replying via email >> If you know what's good for you, don't listen to me :) >> GPLRank Joystick -50.63 Wheel -21.77 > >
-- Peter Ives (AKA Pete Ivington) Remove ALL_STRESS before replying via email If you know what's good for you, don't listen to me :) GPLRank Joystick -50.63 Wheel -21.77
But won't you miss the flying sim aspect of NR John?? =P -- Scott B. Husted "PA-Scott" ICQ# 4395450 http://www.Husted.cc "John Pancoast" <[email hidden]> wrote in message news:[email hidden]... > > "Rodney Arndt" <[email hidden]> wrote in message > news:BW3W9.85687$[email hidden]... > > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > > new features that will be included in N2003. The reason I'm giving you > guys > > this information is to show you how many things have been added, changed > or > > updated. At 1st look, many may not recognize all the work that has gone > into > > this sim. I can honestly say this is the best & most realistic NASCAR > racing > > sim to date :) > > > > Improved physics. Input supplied by actual WC chief engineers > > Tires & grip modeled directly from Goodyear specs > > 50 more horsepower > > Wall glue less sticky > > Improved AI > > Improved graphics > > Improved sounds (in car, replays, menus) > > Actual WC setups > > Updated tracks > > Realistic weather that changes during sessions and race > > Live weather updates shown on F1 screen > > Tire temps now start out warmer or colder depending on track weather > > Pace car is now a ghost car > > Far-chase driving view > > Adjustable cockpit view > > Off-line league support in exported standings > > Polling & vote system > > Additional admin. commands > > Advanced controller options > > Advanced graphic options > > Gamma & brightness options > > Shadows options. On ground from cars & structures. Shadows on cars from > > other cars & structures as well as into cockpit > > Reflections on structures > > Solar effects > > Track lighting > > Hard core mode > > Windshield buildup > > Bumpy tracks accurately modeled > > 3d crowds > > Stability driving aid > > Animated objects (planes, blimps, helicopters) > > Animated flags indicating wind direction > > Opponent pit crew & pit box option > > Improved pit crew graphics > > Ability to set pit stop frequency > > Adaptive speed control for AI > > Auto option for setting AI behavior that adjusts itself automatically > based > > on past performances > > Damage remodeled > > Driver hand movements on wheel in rear chase view > > Texture filtering options > > Smaller fuel tanks at restrictor tracks > > Updated rules & penalties > > > > -- > > www.sascar.com > > Thanks Rodney ! > > John > > > > > >
Just in case any of you admins want to create a macro it goes something like this.. (!lap -1 Grandy) Actually maybe more like this.. !lap -2 Grandy, the fast-bastard, hehe Mitch "Jan Verschueren" <[email hidden]> wrote in message news:or9W9.19489$[email hidden]...
Quoted text (9 lines)> "Mike Grandy" wrote... > > Excellent!! > > Yeah, we'll get Eldred to start you a lap down in the Rascar races.. ;-) > > Jan. > =--- > >
(-: The admin abilities are fantastic and something we've needed all along in recent versions. It will be great to be able to correct the black flags and lost laps rather than have to wreck trying to give them back. "Mitch_A" <[email hidden]> wrote in message news:DDgW9.138$[email hidden]... > Just in case any of you admins want to create a macro it goes somethinglike
Quoted text (19 lines)> this.. (!lap -1 Grandy) Actually maybe more like this.. !lap -2 Grandy, > the fast-bastard, hehe > > Mitch > > > "Jan Verschueren" <[email hidden]> wrote in message > news:or9W9.19489$[email hidden]... > > "Mike Grandy" wrote... > > > Excellent!! > > > > Yeah, we'll get Eldred to start you a lap down in the Rascar races.. ;-) > > > > Jan. > > =--- > > > > > >
Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat older vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the high end cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or does it simply mean that we'll need newer vidcard drivers which support DX9 (once they exist)? Rodney Arndt wrote:
Quoted text (96 lines)> Operating Systems: > Windows 98/ME/2000/XP* > > * NOTE: Users on 2000 and XP may need to be logged in to Windows with local > administrator privileges. > > Minimum: > Pentium II 450 MHz processor > 64 MB of RAM > 16 MB Direct3D compatible video card > 8X CD-ROM drive > DirectX 9.0 or later > OpenGL* 1.1 or later > > Recommended: > Pentium III 800 MHz or higher > 128 MB or more of RAM > 32 MB or higher Direct3D compatible video card > DirectSound compatible sound card > DirectInput compatible game controller > 56 Kbs modem > > -- > www.sascar.com > "Haqsau" <[email hidden]> wrote in message > news:b0ak0c$ngjqi$[email hidden]... > > Sounds great! Any idea yet what the hardware requirements will be? > > Recommended specs for CPU, Video, RAM, etc.? > > > > > > "Rodney Arndt" <[email hidden]> wrote in message > > news:BW3W9.85687$[email hidden]... > > > As a beta tester for N2003, Papyrus has allowed me to discuss some of > the > > > new features that will be included in N2003. The reason I'm giving you > > guys > > > this information is to show you how many things have been added, changed > > or > > > updated. At 1st look, many may not recognize all the work that has gone > > into > > > this sim. I can honestly say this is the best & most realistic NASCAR > > racing > > > sim to date :) > > > > > > Improved physics. Input supplied by actual WC chief engineers > > > Tires & grip modeled directly from Goodyear specs > > > 50 more horsepower > > > Wall glue less sticky > > > Improved AI > > > Improved graphics > > > Improved sounds (in car, replays, menus) > > > Actual WC setups > > > Updated tracks > > > Realistic weather that changes during sessions and race > > > Live weather updates shown on F1 screen > > > Tire temps now start out warmer or colder depending on track weather > > > Pace car is now a ghost car > > > Far-chase driving view > > > Adjustable cockpit view > > > Off-line league support in exported standings > > > Polling & vote system > > > Additional admin. commands > > > Advanced controller options > > > Advanced graphic options > > > Gamma & brightness options > > > Shadows options. On ground from cars & structures. Shadows on cars from > > > other cars & structures as well as into cockpit > > > Reflections on structures > > > Solar effects > > > Track lighting > > > Hard core mode > > > Windshield buildup > > > Bumpy tracks accurately modeled > > > 3d crowds > > > Stability driving aid > > > Animated objects (planes, blimps, helicopters) > > > Animated flags indicating wind direction > > > Opponent pit crew & pit box option > > > Improved pit crew graphics > > > Ability to set pit stop frequency > > > Adaptive speed control for AI > > > Auto option for setting AI behavior that adjusts itself automatically > > based > > > on past performances > > > Damage remodeled > > > Driver hand movements on wheel in rear chase view > > > Texture filtering options > > > Smaller fuel tanks at restrictor tracks > > > Updated rules & penalties > > > > > > -- > > > www.sascar.com > > > > > > > > > >
bertr 18 Jan 2003 19:50 UTC#530448
Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat older vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the high end cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or does it simply mean that we'll need newer vidcard drivers which support DX9 (once they exist)?
Quoted text (92 lines)> Operating Systems: > Windows 98/ME/2000/XP* > * NOTE: Users on 2000 and XP may need to be logged in to Windows with local > administrator privileges. > Minimum: > Pentium II 450 MHz processor > 64 MB of RAM > 16 MB Direct3D compatible video card > 8X CD-ROM drive > DirectX 9.0 or later > OpenGL* 1.1 or later > Recommended: > Pentium III 800 MHz or higher > 128 MB or more of RAM > 32 MB or higher Direct3D compatible video card > DirectSound compatible sound card > DirectInput compatible game controller > 56 Kbs modem > -- > www.sascar.com > > Sounds great! Any idea yet what the hardware requirements will be? > > Recommended specs for CPU, Video, RAM, etc.? > > > As a beta tester for N2003, Papyrus has allowed me to discuss some of > the > > > new features that will be included in N2003. The reason I'm giving you > > guys > > > this information is to show you how many things have been added, changed > > or > > > updated. At 1st look, many may not recognize all the work that has gone > > into > > > this sim. I can honestly say this is the best & most realistic NASCAR > > racing > > > sim to date :) > > > Improved physics. Input supplied by actual WC chief engineers > > > Tires & grip modeled directly from Goodyear specs > > > 50 more horsepower > > > Wall glue less sticky > > > Improved AI > > > Improved graphics > > > Improved sounds (in car, replays, menus) > > > Actual WC setups > > > Updated tracks > > > Realistic weather that changes during sessions and race > > > Live weather updates shown on F1 screen > > > Tire temps now start out warmer or colder depending on track weather > > > Pace car is now a ghost car > > > Far-chase driving view > > > Adjustable***pit view > > > Off-line league support in exported standings > > > Polling & vote system > > > Additional admin. commands > > > Advanced controller options > > > Advanced graphic options > > > Gamma & brightness options > > > Shadows options. On ground from cars & structures. Shadows on cars from > > > other cars & structures as well as into***pit > > > Reflections on structures > > > Solar effects > > > Track lighting > > > Hard core mode > > > Windshield buildup > > > Bumpy tracks accurately modeled > > > 3d crowds > > > Stability driving aid > > > Animated objects (planes, blimps, helicopters) > > > Animated flags indicating wind direction > > > Opponent pit crew & pit box option > > > Improved pit crew graphics > > > Ability to set pit stop frequency > > > Adaptive speed control for AI > > > Auto option for setting AI behavior that adjusts itself automatically > > based > > > on past performances > > > Damage remodeled > > > Driver hand movements on wheel in rear chase view > > > Texture filtering options > > > Smaller fuel tanks at restrictor tracks > > > Updated rules & penalties > > > -- > > > www.sascar.com
Yes I've driven them all & they are all improved :) -- www.sascar.com "Peter Ives" <[email hidden]> wrote in message news:[email hidden]... > In article <wzdW9.85891$[email hidden]>, Rodney > Arndt <[email hidden]> writes > >They are much improved. Almost to the point of being scary <g>. They will > >race you hard & take advantage of even the small mistakes. Believe it or not > >I just ran at Daytona with 1 real driver & ten ai. If you didn't tell me > >they were ai I wouldn't of known :) I've ran many races against the ai & > >came away smiling ear to ear. A lot of effort was put into trying to get > >them as good as possible. > > > > When you say they 'take advantage of even the small mistakes', one of > the problems I found with NR2002 was that they would attack any kind of > space into the corners, even if it wasn't really worthwhile, or just > drive into the back of you if you had to slow for the car in front when > braking for a corner. > > Have you been able to drive tracks other than Daytona, because this > track isn't ideal for showing up the deficiancies of the AI. > > >"Peter Ives" <[email hidden]> wrote in > >message > >news:[email hidden]... > >> In article <BW3W9.85687$[email hidden]>, > >Rodney > >> Arndt <[email hidden]> writes > >> >As a beta tester for N2003, Papyrus has allowed me to discuss some of > >the > >> >new features that will be included in N2003. The reason I'm giving you > >guys > >> >this information is to show you how many things have been added, > >changed > >> >or > >> >updated. At 1st look, many may not recognize all the work that has gone > >into > >> >this sim. I can honestly say this is the best & most realistic NASCAR > >racing > >> >sim to date :) > >> > > >> > >> <snip> > >> > >> >Improved AI > >> > >> Mmm, it'll be interesting to see what they mean by this. The AI > >> certainly needed some improving. > >> > >> <snip> > >> -- > >> Peter Ives (AKA Pete Ivington) > >> Remove ALL_STRESS before replying via email > >> If you know what's good for you, don't listen to me :) > >> GPLRank Joystick -50.63 Wheel -21.77 > > > > > > -- > Peter Ives (AKA Pete Ivington) > Remove ALL_STRESS before replying via email > If you know what's good for you, don't listen to me :) > GPLRank Joystick -50.63 Wheel -21.77
I'm no expert in this area, but why can't you install dx9 on older video cards? I was running a geforce 2 card with dx9 without problems. I have since upgraded to a geforce 4ti without problems as well. -- www.sascar.com "BRH @attbi.com>" <"bertrh<no-spam> wrote in message news:[email hidden]... > Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat older > vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the high end > cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or does it > simply mean that we'll need newer vidcard drivers which support DX9 (once they > exist)? > > > > Rodney Arndt wrote: > > > Operating Systems: > > Windows 98/ME/2000/XP* > > > > * NOTE: Users on 2000 and XP may need to be logged in to Windows with local > > administrator privileges. > > > > Minimum: > > Pentium II 450 MHz processor > > 64 MB of RAM > > 16 MB Direct3D compatible video card > > 8X CD-ROM drive > > DirectX 9.0 or later > > OpenGL* 1.1 or later > > > > Recommended: > > Pentium III 800 MHz or higher > > 128 MB or more of RAM > > 32 MB or higher Direct3D compatible video card > > DirectSound compatible sound card > > DirectInput compatible game controller > > 56 Kbs modem > > > > -- > > www.sascar.com > > "Haqsau" <[email hidden]> wrote in message > > news:b0ak0c$ngjqi$[email hidden]... > > > Sounds great! Any idea yet what the hardware requirements will be? > > > Recommended specs for CPU, Video, RAM, etc.? > > > > > > > > > "Rodney Arndt" <[email hidden]> wrote in message > > > news:BW3W9.85687$[email hidden]... > > > > As a beta tester for N2003, Papyrus has allowed me to discuss some of > > the > > > > new features that will be included in N2003. The reason I'm giving you > > > guys > > > > this information is to show you how many things have been added, changed > > > or > > > > updated. At 1st look, many may not recognize all the work that has gone > > > into > > > > this sim. I can honestly say this is the best & most realistic NASCAR > > > racing > > > > sim to date :) > > > > > > > > Improved physics. Input supplied by actual WC chief engineers > > > > Tires & grip modeled directly from Goodyear specs > > > > 50 more horsepower > > > > Wall glue less sticky > > > > Improved AI > > > > Improved graphics > > > > Improved sounds (in car, replays, menus) > > > > Actual WC setups > > > > Updated tracks > > > > Realistic weather that changes during sessions and race > > > > Live weather updates shown on F1 screen > > > > Tire temps now start out warmer or colder depending on track weather > > > > Pace car is now a ghost car > > > > Far-chase driving view > > > > Adjustable cockpit view > > > > Off-line league support in exported standings > > > > Polling & vote system > > > > Additional admin. commands > > > > Advanced controller options > > > > Advanced graphic options > > > > Gamma & brightness options > > > > Shadows options. On ground from cars & structures. Shadows on cars from > > > > other cars & structures as well as into cockpit > > > > Reflections on structures > > > > Solar effects > > > > Track lighting > > > > Hard core mode > > > > Windshield buildup > > > > Bumpy tracks accurately modeled > > > > 3d crowds > > > > Stability driving aid > > > > Animated objects (planes, blimps, helicopters) > > > > Animated flags indicating wind direction > > > > Opponent pit crew & pit box option > > > > Improved pit crew graphics > > > > Ability to set pit stop frequency > > > > Adaptive speed control for AI > > > > Auto option for setting AI behavior that adjusts itself automatically > > > based > > > > on past performances > > > > Damage remodeled > > > > Driver hand movements on wheel in rear chase view > > > > Texture filtering options > > > > Smaller fuel tanks at restrictor tracks > > > > Updated rules & penalties > > > > > > > > -- > > > > www.sascar.com > > > > > > > > > > > > > > >
I'm no expert either -- That's why I posted the question. It's just that I remember reading that one of the features of the newer cards is that they will "support" new advanced DX9 features. This implied to me that older cards won't. I guess there's no harm with installing DX9 onto a system with an "older" videocard and there might not be any harmful consequences. But does that mean that the older videocard will support any of these DX9 new advanced features? I would assume DX9 is listed as a minimum requirement for N2003 because N2003 utilizes some of these features. If that's the case, I would think that it might not run properly on an "older" videocard. I hope that I'm wrong.... Bert I guess it's possible that Rodney Arndt wrote:
Quoted text (128 lines)> I'm no expert in this area, but why can't you install dx9 on older video > cards? I was running a geforce 2 card with dx9 without problems. I have > since upgraded to a geforce 4ti without problems as well. > > -- > www.sascar.com > > "BRH @attbi.com>" <"bertrh<no-spam> wrote in message > news:[email hidden]... > > Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat > older > > vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the > high end > > cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or > does it > > simply mean that we'll need newer vidcard drivers which support DX9 (once > they > > exist)? > > > > > > > > Rodney Arndt wrote: > > > > > Operating Systems: > > > Windows 98/ME/2000/XP* > > > > > > * NOTE: Users on 2000 and XP may need to be logged in to Windows with > local > > > administrator privileges. > > > > > > Minimum: > > > Pentium II 450 MHz processor > > > 64 MB of RAM > > > 16 MB Direct3D compatible video card > > > 8X CD-ROM drive > > > DirectX 9.0 or later > > > OpenGL* 1.1 or later > > > > > > Recommended: > > > Pentium III 800 MHz or higher > > > 128 MB or more of RAM > > > 32 MB or higher Direct3D compatible video card > > > DirectSound compatible sound card > > > DirectInput compatible game controller > > > 56 Kbs modem > > > > > > -- > > > www.sascar.com > > > "Haqsau" <[email hidden]> wrote in message > > > news:b0ak0c$ngjqi$[email hidden]... > > > > Sounds great! Any idea yet what the hardware requirements will be? > > > > Recommended specs for CPU, Video, RAM, etc.? > > > > > > > > > > > > "Rodney Arndt" <[email hidden]> wrote in message > > > > news:BW3W9.85687$[email hidden]... > > > > > As a beta tester for N2003, Papyrus has allowed me to discuss some > of > > > the > > > > > new features that will be included in N2003. The reason I'm giving > you > > > > guys > > > > > this information is to show you how many things have been added, > changed > > > > or > > > > > updated. At 1st look, many may not recognize all the work that has > gone > > > > into > > > > > this sim. I can honestly say this is the best & most realistic > NASCAR > > > > racing > > > > > sim to date :) > > > > > > > > > > Improved physics. Input supplied by actual WC chief engineers > > > > > Tires & grip modeled directly from Goodyear specs > > > > > 50 more horsepower > > > > > Wall glue less sticky > > > > > Improved AI > > > > > Improved graphics > > > > > Improved sounds (in car, replays, menus) > > > > > Actual WC setups > > > > > Updated tracks > > > > > Realistic weather that changes during sessions and race > > > > > Live weather updates shown on F1 screen > > > > > Tire temps now start out warmer or colder depending on track weather > > > > > Pace car is now a ghost car > > > > > Far-chase driving view > > > > > Adjustable cockpit view > > > > > Off-line league support in exported standings > > > > > Polling & vote system > > > > > Additional admin. commands > > > > > Advanced controller options > > > > > Advanced graphic options > > > > > Gamma & brightness options > > > > > Shadows options. On ground from cars & structures. Shadows on cars > from > > > > > other cars & structures as well as into cockpit > > > > > Reflections on structures > > > > > Solar effects > > > > > Track lighting > > > > > Hard core mode > > > > > Windshield buildup > > > > > Bumpy tracks accurately modeled > > > > > 3d crowds > > > > > Stability driving aid > > > > > Animated objects (planes, blimps, helicopters) > > > > > Animated flags indicating wind direction > > > > > Opponent pit crew & pit box option > > > > > Improved pit crew graphics > > > > > Ability to set pit stop frequency > > > > > Adaptive speed control for AI > > > > > Auto option for setting AI behavior that adjusts itself > automatically > > > > based > > > > > on past performances > > > > > Damage remodeled > > > > > Driver hand movements on wheel in rear chase view > > > > > Texture filtering options > > > > > Smaller fuel tanks at restrictor tracks > > > > > Updated rules & penalties > > > > > > > > > > -- > > > > > www.sascar.com > > > > > > > > > > > > > > > > > > > >
bertr 18 Jan 2003 20:26 UTC#530449
I'm no expert either -- That's why I posted the question. It's just that I remember reading that one of the features of the newer cards is that they will "support" new advanced DX9 features. This implied to me that older cards won't. I guess there's no harm with installing DX9 onto a system with an "older" videocard and there might not be any harmful consequences. But does that mean that the older videocard will support any of these DX9 new advanced features? I would assume DX9 is listed as a minimum requirement for N2003 because N2003 utilizes some of these features. If that's the case, I would think that it might not run properly on an "older" videocard. I hope that I'm wrong.... Bert I guess it's possible that
Quoted text (123 lines)> I'm no expert in this area, but why can't you install dx9 on older video > cards? I was running a geforce 2 card with dx9 without problems. I have > since upgraded to a geforce 4ti without problems as well. > -- > www.sascar.com > > Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat > older > > vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the > high end > > cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or > does it > > simply mean that we'll need newer vidcard drivers which support DX9 (once > they > > exist)? > > > Operating Systems: > > > Windows 98/ME/2000/XP* > > > * NOTE: Users on 2000 and XP may need to be logged in to Windows with > local > > > administrator privileges. > > > Minimum: > > > Pentium II 450 MHz processor > > > 64 MB of RAM > > > 16 MB Direct3D compatible video card > > > 8X CD-ROM drive > > > DirectX 9.0 or later > > > OpenGL* 1.1 or later > > > Recommended: > > > Pentium III 800 MHz or higher > > > 128 MB or more of RAM > > > 32 MB or higher Direct3D compatible video card > > > DirectSound compatible sound card > > > DirectInput compatible game controller > > > 56 Kbs modem > > > -- > > > www.sascar.com > > > > Sounds great! Any idea yet what the hardware requirements will be? > > > > Recommended specs for CPU, Video, RAM, etc.? > > > > > As a beta tester for N2003, Papyrus has allowed me to discuss some > of > > > the > > > > > new features that will be included in N2003. The reason I'm giving > you > > > > guys > > > > > this information is to show you how many things have been added, > changed > > > > or > > > > > updated. At 1st look, many may not recognize all the work that has > gone > > > > into > > > > > this sim. I can honestly say this is the best & most realistic > NASCAR > > > > racing > > > > > sim to date :) > > > > > Improved physics. Input supplied by actual WC chief engineers > > > > > Tires & grip modeled directly from Goodyear specs > > > > > 50 more horsepower > > > > > Wall glue less sticky > > > > > Improved AI > > > > > Improved graphics > > > > > Improved sounds (in car, replays, menus) > > > > > Actual WC setups > > > > > Updated tracks > > > > > Realistic weather that changes during sessions and race > > > > > Live weather updates shown on F1 screen > > > > > Tire temps now start out warmer or colder depending on track weather > > > > > Pace car is now a ghost car > > > > > Far-chase driving view > > > > > Adjustable***pit view > > > > > Off-line league support in exported standings > > > > > Polling & vote system > > > > > Additional admin. commands > > > > > Advanced controller options > > > > > Advanced graphic options > > > > > Gamma & brightness options > > > > > Shadows options. On ground from cars & structures. Shadows on cars > from > > > > > other cars & structures as well as into***pit > > > > > Reflections on structures > > > > > Solar effects > > > > > Track lighting > > > > > Hard core mode > > > > > Windshield buildup > > > > > Bumpy tracks accurately modeled > > > > > 3d crowds > > > > > Stability driving aid > > > > > Animated objects (planes, blimps, helicopters) > > > > > Animated flags indicating wind direction > > > > > Opponent pit crew & pit box option > > > > > Improved pit crew graphics > > > > > Ability to set pit stop frequency > > > > > Adaptive speed control for AI > > > > > Auto option for setting AI behavior that adjusts itself > automatically > > > > based > > > > > on past performances > > > > > Damage remodeled > > > > > Driver hand movements on wheel in rear chase view > > > > > Texture filtering options > > > > > Smaller fuel tanks at restrictor tracks > > > > > Updated rules & penalties > > > > > -- > > > > > www.sascar.com
Thanks for the info Rodney. couple of questions .... What do you think of the bump mapping ? Does it feel realistic ? What's your opinion on the adjustable cockpit view ? Can you read the gauges easier with the more forward view ? Sorry if you've mentioned earlier in the thread,... but what system are you running? Are you happy with how it's running the sim, and what kind of frame rates are you getting ? -=JL "Rodney Arndt" <[email hidden]> wrote in message news:xhiW9.86059$[email hidden]...
Quoted text (10 lines)> Yes I've driven them all & they are all improved :) > > -- > www.sascar.com > > "Peter Ives" <[email hidden]> wrote in message > news:[email hidden]... > > In article <wzdW9.85891$[email hidden]>, Rodney > > Arndt <[email hidden]> writes > > >They are much improved. Almost to the point of being scary <g>. They
will > > >race you hard & take advantage of even the small mistakes. Believe itor > not > > >I just ran at Daytona with 1 real driver & ten ai. If you didn't tellme > > >they were ai I wouldn't of known :) I've ran many races against the ai& > > >came away smiling ear to ear. A lot of effort was put into trying toget
Quoted text (19 lines)> > >them as good as possible. > > > > > > > When you say they 'take advantage of even the small mistakes', one of > > the problems I found with NR2002 was that they would attack any kind of > > space into the corners, even if it wasn't really worthwhile, or just > > drive into the back of you if you had to slow for the car in front when > > braking for a corner. > > > > Have you been able to drive tracks other than Daytona, because this > > track isn't ideal for showing up the deficiancies of the AI. > > > > >"Peter Ives" <[email hidden]> wrote in > > >message > > >news:[email hidden]... > > >> In article <BW3W9.85687$[email hidden]>, > > >Rodney > > >> Arndt <[email hidden]> writes > > >> >As a beta tester for N2003, Papyrus has allowed me to discuss some
of > > >the > > >> >new features that will be included in N2003. The reason I'm givingyou
Quoted text (8 lines)> > >guys > > >> >this information is to show you how many things have been added, > > >changed > > >> >or > > >> >updated. At 1st look, many may not recognize all the work that has > gone > > >into > > >> >this sim. I can honestly say this is the best & most realistic
NASCAR
Quoted text (27 lines)> > >racing > > >> >sim to date :) > > >> > > > >> > > >> <snip> > > >> > > >> >Improved AI > > >> > > >> Mmm, it'll be interesting to see what they mean by this. The AI > > >> certainly needed some improving. > > >> > > >> <snip> > > >> -- > > >> Peter Ives (AKA Pete Ivington) > > >> Remove ALL_STRESS before replying via email > > >> If you know what's good for you, don't listen to me :) > > >> GPLRank Joystick -50.63 Wheel -21.77 > > > > > > > > > > -- > > Peter Ives (AKA Pete Ivington) > > Remove ALL_STRESS before replying via email > > If you know what's good for you, don't listen to me :) > > GPLRank Joystick -50.63 Wheel -21.77 > >
Eric Busch 18 Jan 2003 20:33 UTC↳ reply to BRH#81647
NR2003 actually only uses DX8.1, but there are some task switching bugs that seem to have cleared up in DX9 which is why it's the version that is included on the CD to be installed with the game. - Eric "BRH @attbi.com>" <"bertrh<no-spam> wrote in message news:[email hidden]... > I guess there's no harm with installing DX9 onto a system with an"older" > videocard and there might not be any harmful consequences. But doesthat mean > that the older videocard will support any of these DX9 new advancedfeatures? I > would assume DX9 is listed as a minimum requirement for N2003 becauseN2003 > utilizes some of these features. If that's the case, I would thinkthat it > might not run properly on an "older" videocard. I hope that I'mwrong....
eeewww Any wagers on how long it takes for someone to hack that into their car? -- Tim White www.intracmotorsports.com "Rodney Arndt" <[email hidden]> wrote in message news:924W9.85696$[email hidden]... A ghost car meaning you can drive through it, or it can drive through you without causing damage.
In article <[email hidden]>, BRH <"bertrh<no- spam>"@attbi.com> says...
Quoted text (8 lines)> Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat older > vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the high end > cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or does it > simply mean that we'll need newer vidcard drivers which support DX9 (once they > exist)? > > >
My gues sis that you only have to have DX9 installed. If your vid card doesn't support a dx9 fature, that feature won't show up in the game.
In article <[email hidden]>, BRH <"bertrh<no- spam>"@attbi.com> says... > I'm no expert either -- That's why I posted the question. > > It's just that I remember reading that one of the features of the newer cards is > that they will "support" new advanced DX9 features. This implied to me that > older cards won't. That's a true statement. > I guess there's no harm with installing DX9 onto a system with an "older" > videocard and there might not be any harmful consequences. But does that mean > that the older videocard will support any of these DX9 new advanced features? I > would assume DX9 is listed as a minimum requirement for N2003 because N2003 > utilizes some of these features. If that's the case, I would think that it > might not run properly on an "older" videocard. I hope that I'm wrong.... Well, how do you expect a pre-dx9 card to support dx9 unless the card manufacturer comes up with new dx9 drivers?
Although I've never driven at those tracks, I can say that is does feel like it does in a real race car. Yes they are easier to read. But I prefer to be back for better peripheral vision. Depends on the track & what's around you. I upgraded to a geforce 4ti card. There are a bunch of new graphic options that can really kill your frame rates. Obviously I cannot run with all of them on. In fact I don't think there is a computer available that would allow all the options to be set to the max & achieve a desirable frame rate. It may be a couple years down the road before there is a computer big enough to handle what N2003 can do. It does look pretty with everything on, but it's unraceable with everything on for me due to the frame rate hit. Each driver is going to have to play with the graphics settings to fit his needs based on there computer. My frame rates at Atlanta sitting on pit road with basically the same settings as N2002 gives me about 82. Without the mirror it'll jump to 140. Obviously the more cars drawn ahead these numbers are going to drop. Starting scratch with 42 cars drawn ahead drops my frame rates to the mid 30's. There's enough adjustments there that should allow you to achieve close to the same frame rates you have now, albeit with not as much eye candy. I'm running a P4 1.5. -- www.sascar.com "Jim Locking" <[email hidden]> wrote in message news:gNiW9.31659$%[email hidden]... > > Thanks for the info Rodney. > > couple of questions .... > > What do you think of the bump mapping ? Does it feel realistic ? > > What's your opinion on the adjustable cockpit view ? Can you read the > gauges easier with the more forward view ? > > Sorry if you've mentioned earlier in the thread,... but what system are you > running? Are you happy with how it's running the sim, and what kind of frame > rates are you getting ? > > -=JL > > > "Rodney Arndt" <[email hidden]> wrote in message > news:xhiW9.86059$[email hidden]... > > Yes I've driven them all & they are all improved :) > > > > -- > > www.sascar.com > > > > "Peter Ives" <[email hidden]> wrote in message > > news:[email hidden]... > > > In article <wzdW9.85891$[email hidden]>, Rodney > > > Arndt <[email hidden]> writes > > > >They are much improved. Almost to the point of being scary <g>. They > will > > > >race you hard & take advantage of even the small mistakes. Believe it > or > > not > > > >I just ran at Daytona with 1 real driver & ten ai. If you didn't tell > me > > > >they were ai I wouldn't of known :) I've ran many races against the ai > & > > > >came away smiling ear to ear. A lot of effort was put into trying to > get > > > >them as good as possible. > > > > > > > > > > When you say they 'take advantage of even the small mistakes', one of > > > the problems I found with NR2002 was that they would attack any kind of > > > space into the corners, even if it wasn't really worthwhile, or just > > > drive into the back of you if you had to slow for the car in front when > > > braking for a corner. > > > > > > Have you been able to drive tracks other than Daytona, because this > > > track isn't ideal for showing up the deficiancies of the AI. > > > > > > >"Peter Ives" <[email hidden]> wrote in > > > >message > > > >news:[email hidden]... > > > >> In article <BW3W9.85687$[email hidden]>, > > > >Rodney > > > >> Arndt <[email hidden]> writes > > > >> >As a beta tester for N2003, Papyrus has allowed me to discuss some > of > > > >the > > > >> >new features that will be included in N2003. The reason I'm giving > you > > > >guys > > > >> >this information is to show you how many things have been added, > > > >changed > > > >> >or > > > >> >updated. At 1st look, many may not recognize all the work that has > > gone > > > >into > > > >> >this sim. I can honestly say this is the best & most realistic > NASCAR > > > >racing > > > >> >sim to date :) > > > >> > > > > >> > > > >> <snip> > > > >> > > > >> >Improved AI > > > >> > > > >> Mmm, it'll be interesting to see what they mean by this. The AI > > > >> certainly needed some improving. > > > >> > > > >> <snip> > > > >> -- > > > >> Peter Ives (AKA Pete Ivington) > > > >> Remove ALL_STRESS before replying via email > > > >> If you know what's good for you, don't listen to me :) > > > >> GPLRank Joystick -50.63 Wheel -21.77 > > > > > > > > > > > > > > -- > > > Peter Ives (AKA Pete Ivington) > > > Remove ALL_STRESS before replying via email > > > If you know what's good for you, don't listen to me :) > > > GPLRank Joystick -50.63 Wheel -21.77 > > > > > >
Ah, but Scott, I have full faith that that hasn't been fixed :) But I hope it has, and if so, good riddance. John p.s. raced at Chicago last week, one of the guys got airborne.........I got airsick watching the replay via cockpit view. Got an idea of what those gymnasts on the uneven bars must feel like. "Scott B. Husted" <[email hidden]> wrote in message news:3e2989a3$[email hidden]...
Quoted text (19 lines)> But won't you miss the flying sim aspect of NR John?? =P > > -- > Scott B. Husted > "PA-Scott" > ICQ# 4395450 > http://www.Husted.cc > > > "John Pancoast" <[email hidden]> wrote in message > news:[email hidden]... > > > > "Rodney Arndt" <[email hidden]> wrote in message > > news:BW3W9.85687$[email hidden]... > > > As a beta tester for N2003, Papyrus has allowed me to discuss some of > the > > > new features that will be included in N2003. The reason I'm giving you > > guys > > > this information is to show you how many things have been added,
changed > > or > > > updated. At 1st look, many may not recognize all the work that hasgone
Quoted text (27 lines)> > into > > > this sim. I can honestly say this is the best & most realistic NASCAR > > racing > > > sim to date :) > > > > > > Improved physics. Input supplied by actual WC chief engineers > > > Tires & grip modeled directly from Goodyear specs > > > 50 more horsepower > > > Wall glue less sticky > > > Improved AI > > > Improved graphics > > > Improved sounds (in car, replays, menus) > > > Actual WC setups > > > Updated tracks > > > Realistic weather that changes during sessions and race > > > Live weather updates shown on F1 screen > > > Tire temps now start out warmer or colder depending on track weather > > > Pace car is now a ghost car > > > Far-chase driving view > > > Adjustable cockpit view > > > Off-line league support in exported standings > > > Polling & vote system > > > Additional admin. commands > > > Advanced controller options > > > Advanced graphic options > > > Gamma & brightness options > > > Shadows options. On ground from cars & structures. Shadows on cars
from
Quoted text (36 lines)> > > other cars & structures as well as into cockpit > > > Reflections on structures > > > Solar effects > > > Track lighting > > > Hard core mode > > > Windshield buildup > > > Bumpy tracks accurately modeled > > > 3d crowds > > > Stability driving aid > > > Animated objects (planes, blimps, helicopters) > > > Animated flags indicating wind direction > > > Opponent pit crew & pit box option > > > Improved pit crew graphics > > > Ability to set pit stop frequency > > > Adaptive speed control for AI > > > Auto option for setting AI behavior that adjusts itself automatically > > based > > > on past performances > > > Damage remodeled > > > Driver hand movements on wheel in rear chase view > > > Texture filtering options > > > Smaller fuel tanks at restrictor tracks > > > Updated rules & penalties > > > > > > -- > > > www.sascar.com > > > > Thanks Rodney ! > > > > John > > > > > > > > > > > >
"PAGING D.G. FISHER - MR. FISHER TO THE DESK PLEASE!!" -- ed_ "Rodney Arndt" wrote: > > Improved physics. Input supplied by actual WC chief engineers > Tires & grip modeled directly from Goodyear specs > 50 more horsepower > Wall glue less sticky > Improved AI > Improved graphics > Improved sounds (in car, replays, menus) > Actual WC setups > Updated tracks > Realistic weather that changes during sessions and race > Live weather updates shown on F1 screen > Tire temps now start out warmer or colder depending on track weather > Pace car is now a ghost car > Far-chase driving view > Adjustable cockpit view > Off-line league support in exported standings > Polling & vote system > Additional admin. commands > Advanced controller options > Advanced graphic options > Gamma & brightness options > Shadows options. On ground from cars & structures. Shadows on cars from > other cars & structures as well as into cockpit > Reflections on structures > Solar effects > Track lighting > Hard core mode > Windshield buildup > Bumpy tracks accurately modeled > 3d crowds > Stability driving aid > Animated objects (planes, blimps, helicopters) > Animated flags indicating wind direction > Opponent pit crew & pit box option > Improved pit crew graphics > Ability to set pit stop frequency > Adaptive speed control for AI > Auto option for setting AI behavior that adjusts itself automatically based > on past performances > Damage remodeled > Driver hand movements on wheel in rear chase view > Texture filtering options > Smaller fuel tanks at restrictor tracks > Updated rules & penalties
Indeed!!! Thanks Papy! -- ed_ "Mike Grandy" said: > Excellent!! > > > "Rodney Arndt" wrote: > > ADDITIONAL SERVER ADMINISTRATION COMMANDS > > <SNIP!>
Obviously you've already made your mind up about NR2003, and thats your choice. Sounds like there isn't much papy could have done to change it since you seem to find something wrong with everything new or improved they've tried to add. The real question for you is, are you going to go out and buy it so you can have first hand knowledge and attempt to find fault in everything, or will you leave it alone and stick with whatever else you get enjoyment from. Jay "HeaderFile" <[email hidden]> wrote in message news:[email hidden]... > On Sat, 18 Jan 2003 03:33:53 GMT, "Rodney Arndt" <[email hidden]> > wrote: > > >As a beta tester for N2003, Papyrus has allowed me to discuss some of the > >new features that will be included in N2003. The reason I'm giving youguys > >this information is to show you how many things have been added, changedor > >updated. At 1st look, many may not recognize all the work that has goneinto > >this sim. I can honestly say this is the best & most realistic NASCARracing
Quoted text (102 lines)> >sim to date :) > > > > Well why would it be worse than anything previously released by Papy? > > >Improved physics. Input supplied by actual WC chief engineers > > whatever. does it improve gameplay? > > >Tires & grip modeled directly from Goodyear specs > > whatever. does it improve gameplay? > > >50 more horsepower > > gee whillickers. > > >Wall glue less sticky > > though still as unrealistic as before? > > >Improved AI > > "improved" AI has been promised with every new release of Nx. Can you > tell us if the AI model has been changed from the > "one-lp-file-to-rule-them-all" approach (hey I just saw Two Towers so > forgive me here) to a model where each car behaves uniquely? Or in > other words, what happens when you're at the head of a train and slam > on the brakes? Does every car in the train behave exactly the same > way? Does the 10th car back magically know when to brake? > > Also, what happens if you park in the middle of the track at Marty? > Do AI cars behave as if they have a spotter, or do they continue to > slam headlong into a pile of cars? > > >Improved graphics > > the least important element of any serious sim that gets far too much > focus during development. > > >Improved sounds (in car, replays, menus) > > as above. > > >Actual WC setups > >Updated tracks > >Realistic weather that changes during sessions and race > > what about realistic marble buildup on the high groove and near the > wall? What about other dynamic track surface changes? > > >Live weather updates shown on F1 screen > >Tire temps now start out warmer or colder depending on track weather > >Pace car is now a ghost car > > to avoid what? AI that's still wonky? > > >Far-chase driving view > > Ahh, so it's more like lesser Nascar sims. > > >Adjustable cockpit view > >Off-line league support in exported standings > >Polling & vote system > >Additional admin. commands > >Advanced controller options > >Advanced graphic options > >Gamma & brightness options > > wow, this is new. Stop the presses! > > >Shadows options. On ground from cars & structures. Shadows on cars from > >other cars & structures as well as into cockpit > >Reflections on structures > >Solar effects > >Track lighting > >Hard core mode > > which is what? Is there a soft core setting? > > >Windshield buildup > >Bumpy tracks accurately modeled > >3d crowds > > as above, a graphical update that is meaningless during the a race. > > >Stability driving aid > >Animated objects (planes, blimps, helicopters) > > oooh yeah, so I can spend less time watching cars around me and more > at useless crap. > > >Animated flags indicating wind direction > >Opponent pit crew & pit box option > >Improved pit crew graphics > >Ability to set pit stop frequency > >Adaptive speed control for AI > > an unpopular GPL option comes to Nx just to add another line in the > "what's new" section. > > >Auto option for setting AI behavior that adjusts itself automatically
based
Quoted text (27 lines)> >on past performances > > this is the same as above. > > >Damage remodeled > > why, cuz it sucked before? Does it still suck now? > > >Driver hand movements on wheel in rear chase view > > again, stop the presses! > > >Texture filtering options > >Smaller fuel tanks at restrictor tracks > > is this modelled physically, or are you saying that F3 now shows less > max fuel? > > >Updated rules & penalties > > > Papy hasn't done much with this series since N2. For instance, would > be nice to put in a replay->avi/mpg/wmv converter. Or hey, what about > a career mode? > > Feel free to flame, just playing devil's advocate. >
Wow, Mr Optomistic. Sounds like you should go buy a better representation of the NASCAR Winston Cup series. Obviously you've found one. Incidently, the software they used in the Two Towers I'm quite certain you wont find for $50.00 US, and probably not even if you add a couple more zero's to it. TK
EldredP 19 Jan 2003 01:36 UTC↳ reply to BRH#81505
In article <[email hidden]>, BRH <"bertrh<no-spam>"@attbi.com> writes:
Quoted text (9 lines)>Hmmm.... DX9 as a minimum? Does that mean that those of us with somewhat >older >vidcards (mine is a Radeon 8500LE) would have to upgrade to one of the high >end >cards, such as a Radeon 9500 or 9700 (which I've read support DX9)? Or does >it >simply mean that we'll need newer vidcard drivers which support DX9 (once >they >exist)?
Oh, HELL - I hadn't seen that. Uh oh... Eldred -- Homepage - http://www.umich.edu/~epickett GPLRank:-0.381 N2002 Rank:+17.59 Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
In article <BW3W9.85687$[email hidden]>, "Rodney Arndt" <[email hidden]> writes: >Adaptive speed control for AI Not *again*... I had enough of that with GPL...<g> >Auto option for setting AI behavior that adjusts itself automatically based >on past performances Meaning, the AI now holds a grudge? :-) Eldred -- Homepage - http://www.umich.edu/~epickett GPLRank:-0.381 N2002 Rank:+17.59 Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
In article <or9W9.19489$[email hidden]>, "Jan Verschueren" <[email hidden]> writes: >"Mike Grandy" wrote... >> Excellent!! > >Yeah, we'll get Eldred to start you a lap down in the Rascar races.. ;-) Hmm....that's a thought. Him and Ginger... <g> Eldred -- Homepage - http://www.umich.edu/~epickett GPLRank:-0.381 N2002 Rank:+17.59 Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
The pace car jumped off the list for me too. Must be the only way they could stop the carnage it often causes. Marc "Doug Ellison" <[email hidden]> wrote in message news:O%3W9.6021$xE1.895776@stones...
Quoted text (14 lines)> > > Pace car is now a ghost car > HUH? > > > > Adjustable cockpit view > > AT LAST > > Pity I wont be buying it - hey ho > > Doug > >
Actually I dont remember gushing over anything. My point was that without any first hand knowledge of the game you have written pretty much everything in it off. I find it funny, but it's your right go for it by all means. I on the otherhand have worked with Papyrus on NR2003 for the past several months, and have some real first hand knowledge of the product. When I first talked with them about working on this product I was interested but still had doubts about them actually pulling off everything they were planning. In that time I saw Grant Reeve turn a very iffy AI, into something I feel is truely worth racing. I also saw numerous other improvements, along with a much improved driving model, mainly due to increased information from Goodyear, and a huge amount of imput from Manuel ( from Jasper racing). Is the resulting product every single thing I want? No, but it's much closer then any previous product. For all the products I've be involved with while with Papyrus, I can honestly say this one is the most solid at release. So am I biased? Probably but you would be too if you'd put in as much work on it as I have. So I guess now you can say I have gushed over it. If you dont like the game thats your opinion and your welcome to it. I just can't take you serious when you at most you've seen a few screen shots and read a couple reviews, and have decided it's all crap. My suggestion to you is that if you feel that strongly, dont buy it. Jay Taylor "HeaderFile" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)> in contrast to you, who'll gush with superlatives over anything Papy > comes out with, no matter how piecemeal, incremental, overhyped these > changes may be? Offended by someone who would dare demand more "real" > info in place of hype? I guess folks like you are just happy as pigs > in poo cuz Papy's coming out with another rehash of their nascar line. > > > > > On Sun, 19 Jan 2003 00:39:45 GMT, "Jay Taylor" <[email hidden]> > wrote: > > >Obviously you've already made your mind up about NR2003, and thats your > >choice. Sounds like there isn't much papy could have done to change it > >since you seem to find something wrong with everything new or improved > >they've tried to add. The real question for you is, are you going to go > >out and buy it so you can have first hand knowledge and attempt to find > >fault in everything, or will you leave it alone and stick with whatever
else
Quoted text (15 lines)> >you get enjoyment from. > > > > > >Jay > > > > > > > > > > > >"HeaderFile" <[email hidden]> wrote in message > >news:[email hidden]... > >> On Sat, 18 Jan 2003 03:33:53 GMT, "Rodney Arndt" <[email hidden]> > >> wrote: > >> > >> >As a beta tester for N2003, Papyrus has allowed me to discuss some of
the > >> >new features that will be included in N2003. The reason I'm giving you > >guys > >> >this information is to show you how many things have been added,changed > >or > >> >updated. At 1st look, many may not recognize all the work that hasgone
Quoted text (75 lines)> >into > >> >this sim. I can honestly say this is the best & most realistic NASCAR > >racing > >> >sim to date :) > >> > > >> > >> Well why would it be worse than anything previously released by Papy? > >> > >> >Improved physics. Input supplied by actual WC chief engineers > >> > >> whatever. does it improve gameplay? > >> > >> >Tires & grip modeled directly from Goodyear specs > >> > >> whatever. does it improve gameplay? > >> > >> >50 more horsepower > >> > >> gee whillickers. > >> > >> >Wall glue less sticky > >> > >> though still as unrealistic as before? > >> > >> >Improved AI > >> > >> "improved" AI has been promised with every new release of Nx. Can you > >> tell us if the AI model has been changed from the > >> "one-lp-file-to-rule-them-all" approach (hey I just saw Two Towers so > >> forgive me here) to a model where each car behaves uniquely? Or in > >> other words, what happens when you're at the head of a train and slam > >> on the brakes? Does every car in the train behave exactly the same > >> way? Does the 10th car back magically know when to brake? > >> > >> Also, what happens if you park in the middle of the track at Marty? > >> Do AI cars behave as if they have a spotter, or do they continue to > >> slam headlong into a pile of cars? > >> > >> >Improved graphics > >> > >> the least important element of any serious sim that gets far too much > >> focus during development. > >> > >> >Improved sounds (in car, replays, menus) > >> > >> as above. > >> > >> >Actual WC setups > >> >Updated tracks > >> >Realistic weather that changes during sessions and race > >> > >> what about realistic marble buildup on the high groove and near the > >> wall? What about other dynamic track surface changes? > >> > >> >Live weather updates shown on F1 screen > >> >Tire temps now start out warmer or colder depending on track weather > >> >Pace car is now a ghost car > >> > >> to avoid what? AI that's still wonky? > >> > >> >Far-chase driving view > >> > >> Ahh, so it's more like lesser Nascar sims. > >> > >> >Adjustable cockpit view > >> >Off-line league support in exported standings > >> >Polling & vote system > >> >Additional admin. commands > >> >Advanced controller options > >> >Advanced graphic options > >> >Gamma & brightness options > >> > >> wow, this is new. Stop the presses! > >> > >> >Shadows options. On ground from cars & structures. Shadows on cars
from
Quoted text (60 lines)> >> >other cars & structures as well as into cockpit > >> >Reflections on structures > >> >Solar effects > >> >Track lighting > >> >Hard core mode > >> > >> which is what? Is there a soft core setting? > >> > >> >Windshield buildup > >> >Bumpy tracks accurately modeled > >> >3d crowds > >> > >> as above, a graphical update that is meaningless during the a race. > >> > >> >Stability driving aid > >> >Animated objects (planes, blimps, helicopters) > >> > >> oooh yeah, so I can spend less time watching cars around me and more > >> at useless crap. > >> > >> >Animated flags indicating wind direction > >> >Opponent pit crew & pit box option > >> >Improved pit crew graphics > >> >Ability to set pit stop frequency > >> >Adaptive speed control for AI > >> > >> an unpopular GPL option comes to Nx just to add another line in the > >> "what's new" section. > >> > >> >Auto option for setting AI behavior that adjusts itself automatically > >based > >> >on past performances > >> > >> this is the same as above. > >> > >> >Damage remodeled > >> > >> why, cuz it sucked before? Does it still suck now? > >> > >> >Driver hand movements on wheel in rear chase view > >> > >> again, stop the presses! > >> > >> >Texture filtering options > >> >Smaller fuel tanks at restrictor tracks > >> > >> is this modelled physically, or are you saying that F3 now shows less > >> max fuel? > >> > >> >Updated rules & penalties > >> > >> > >> Papy hasn't done much with this series since N2. For instance, would > >> be nice to put in a replay->avi/mpg/wmv converter. Or hey, what about > >> a career mode? > >> > >> Feel free to flame, just playing devil's advocate. > >> > > >
"Jay Taylor" <[email hidden]> wrote in message news:z9oW9.617$[email hidden]... > In that time I saw Grant Reeve turn a very iffy AI, into > something I feel is truely worth racing. That is a key interest to me as I've spent most of the last 12 months dealing with the AI in NR2002. You wouldn't happen to have any insight on the *extremely* sensitive lp lines? What I mean is, the AI in NR2002 are so sensitive to even the very slightest imperfections in the lp lines. Because of this, they are inconsistent even on the Papyrus made tracks (much less most user made ones). Which leads to higher grip settings for the AI (which cause a whole new set of problems). Is NR2003 any different in this respect? If you don't know the specifics, is there anyone that I can talk to who does? Thanks, Dave Boyle Proud member of www.theuspits.com
Been and went already. You probably missed me because my response was pretty bland. Only the Papy fan boys have the required misery to really rip into sims. David G Fisher "Ed Solheim" <edwins[ REMOVE ]@[ THIS ].no> wrote in message news:QmmW9.15150$[email hidden]...
Quoted text (54 lines)> "PAGING D.G. FISHER - MR. FISHER TO THE DESK PLEASE!!" > > -- > ed_ > > "Rodney Arndt" wrote: > > > > Improved physics. Input supplied by actual WC chief engineers > > Tires & grip modeled directly from Goodyear specs > > 50 more horsepower > > Wall glue less sticky > > Improved AI > > Improved graphics > > Improved sounds (in car, replays, menus) > > Actual WC setups > > Updated tracks > > Realistic weather that changes during sessions and race > > Live weather updates shown on F1 screen > > Tire temps now start out warmer or colder depending on track weather > > Pace car is now a ghost car > > Far-chase driving view > > Adjustable cockpit view > > Off-line league support in exported standings > > Polling & vote system > > Additional admin. commands > > Advanced controller options > > Advanced graphic options > > Gamma & brightness options > > Shadows options. On ground from cars & structures. Shadows on cars from > > other cars & structures as well as into cockpit > > Reflections on structures > > Solar effects > > Track lighting > > Hard core mode > > Windshield buildup > > Bumpy tracks accurately modeled > > 3d crowds > > Stability driving aid > > Animated objects (planes, blimps, helicopters) > > Animated flags indicating wind direction > > Opponent pit crew & pit box option > > Improved pit crew graphics > > Ability to set pit stop frequency > > Adaptive speed control for AI > > Auto option for setting AI behavior that adjusts itself automatically > based > > on past performances > > Damage remodeled > > Driver hand movements on wheel in rear chase view > > Texture filtering options > > Smaller fuel tanks at restrictor tracks > > Updated rules & penalties > >
Dave, The way the AI use the lines has changed alot. When you see the AI in NR2003 you should see them able to move around between the lines and set up for passes much more effectively then they ever did in the past. I think you'll find the AI now drive the lines much more like the player does. As for the lines themselves, the smoother the line the faster and more realistically the AI will race. The more irregular the dlat postions the harder time the AI have running smoothly around the track. Most of the "aftermarket" lp's I've seen appear to have been hand edited in text, and converted into the lp format. While this works, it really is not a good way of doing it. It's almost impossible for a person to sit down and figure out dlat transitions in and out of corners, and thru various other areas of the track. What you end up with are lines that are un-natural enough that the AI look very mechanical trying to follow them. I have run new lines for every track in 2003 and I think you'll find the AI much smoother in general. There is much more to it then this but I'm unsure right now how much more I can go into it. Jay Taylor "Dave Boyle" <[email hidden]> wrote in message news:cKoW9.677475$[email hidden]...
Quoted text (10 lines)> > "Jay Taylor" <[email hidden]> wrote in message > news:z9oW9.617$[email hidden]... > > > In that time I saw Grant Reeve turn a very iffy AI, into > > something I feel is truely worth racing. > > That is a key interest to me as I've spent most of the last 12 months > dealing with the AI in NR2002. You wouldn't happen to have any insight on > the *extremely* sensitive lp lines? What I mean is, the AI in NR2002 are
so > sensitive to even the very slightest imperfections in the lp lines.Because > of this, they are inconsistent even on the Papyrus made tracks (much less > most user made ones). Which leads to higher grip settings for the AI(which > cause a whole new set of problems). Is NR2003 any different in thisrespect?
Quoted text (13 lines)> > If you don't know the specifics, is there anyone that I can talk to who > does? > > > Thanks, > > Dave Boyle > > Proud member of > www.theuspits.com > >
"Rodney Arndt" <[email hidden]> wrote in message news:BW3W9.85687$[email hidden]... > As a beta tester for N2003, Papyrus has allowed me to discuss some of the > new features that will be included in N2003. The reason I'm giving youguys > this information is to show you how many things have been added, changedor > updated. At 1st look, many may not recognize all the work that has goneinto > this sim. I can honestly say this is the best & most realistic NASCARracing > sim to date :) ><SNIP> > Wall glue less sticky I'm gonna throw in some customer (past and future) opinions. I would've liked to have seen the wall glue done away with completely. It's completely unrealistic in any game that showcases itself as a simulation. Heck, even NASCAR Thunder 2003 managed to model damage and some aero effects on the left and right side of the car without the need of wall glue. Dirt to Daytona even more so. Call me nuts, but I think wall glue has the ability to do more damage than good. > Improved AI Since I enjoy offline racing, I have to applaud Papy for this one. Everything I've read has nothing but good things to say about the AI. Can't wait to race against 'em. > Pace car is now a ghost car Like someone else mentioned, I always enjoyed hitting the pace car from time to time. :-) Furthering the "ghost" idea, it would've been great if a admin could set a option so car contact would be ignored between players. When you're on a shoddy 56K connection, you tend to realize the beauty of the idea. > Adjustable cockpit view I'm excited about this. The one thing I hated was how the in-game view was depicted. I think someone forgot that when you model a in-game view, they should also take into account how far the person is sitting away from their monitor. This is false if you sit with your nose up against the screen. ;-) Also, where's the option for a cockpit mouselook? I guess no one realizes how immersive it would be to plug in some VR glasses, head tracking hardware and play a sim. And, it's not a impossible thing to happen. Glasses would run you about $100, and head tracking about the same price...if not cheaper. Hell, I'd gladly put up with crappy interior modelling away from the 3 internal views, in return for the ability to look around. > 3d crowds This would've been cool to see. Too bad they took it out, as you stated below. If this title was designed for PC's of tomorrow, then I feel it would've made the experience even better. I'm also going to throw in a in-race game save feature, just for shits and giggles. If the game is able to record a entire race, including car position, speed, fuel, etc, then you'd think they would be able to create something to save the game. If it were me, I'd only make the option available while in your pit stall, though. And yes, amazingly, some of us don't always have the time to sit down for a 3-4 hour race. Reasons range from having a wife or kids to tend with, or work. However, it won't happen in the game. Nor any of the above listed ideas. These are just my opinions of what I would have liked to see. Regardless of what anyone thinks, I like to pretend I'm entitled to them. And, I'm proud to say I can't wait until NR2003 is on the market so I can buy my copy. :-) -Will
"Jay Taylor" <[email hidden]> wrote in message news:hopW9.948$[email hidden]... > Dave, > The more irregular the dlat postions the > harder time the AI have running smoothly around the track. Most of the > "aftermarket" lp's I've seen appear to have been hand edited in text, and > converted into the lp format. While this works, it really is not a goodway > of doing it. It's almost impossible for a person to sit down and figureout > dlat transitions in and out of corners, and thru various other areas ofthe > track. *Almost* impossible is true ;). I think I've made the smoothest lp lines out there (including anything from Papyrus), so I know what goes into them, heheh. As you said it is difficult and time consuming, which is why I was wondering whether or not NR2003 is more forgiving. The methods I use now are limited as to what I can do (and still produce smooth lines). If NR2003 is just as sensitive as NR2002, then I need to develop a new procedure (which will require some innovative formulas to say the least, heheh). I've been putting it off until the release just in case it's not needed ;). I know there are replay to lp converters out there, but I'm not really satisfied with the results they produce. Thanks, Dave Boyle Proud Member of www.theuspits.com
"John Simmons" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (20 lines)> In article <[email hidden]>, > [email hidden] says... > > > > "Gerry Aitken" <[email hidden]> wrote in message > > news:[email hidden]... > > > David G Fisher wrote: > > > > > > > > Jason won't like all those arcade features. > > > > > > > > BTW, I thought the in car FOV in N2002 was accurate. Makes all those > > endless > > > > threads debating the issue seem stupid now that Papyrus has made it > > > > adjustable. > > > > > > Stupid? Like when you said this? > > > > > > "NASCAR sims are easy and very boring. Turning left is hardly a great > > > skill." -- David G Fisher > > > > It took me about .0001 of a second to know that you're trying to get me
in
Quoted text (11 lines)> > trouble with the RASCAR guys by posting that little quote. > > > > Try not to be so obvious. > > > > David G Fisher > > > What you said was about the sim, not about your fellow drivers. I'll > let you know when you're in trouble, Dave. > > :)
Gerry actually posted that quote before I think, in the hopes it turns everyone in RASCAR against me. He has a lot of time to waste, so he goes through all of my posts and hopes to find something he can copy/paste to use against me. :-o I said that a couple of years ago in response to a NASCAR guy who started a thread ripping into F1 and their drivers. At the time, N2002 wasn't even around (understand Gerry?), and I didn't like N4 at all. I still think offline NASCAR sim racing is boring to me though. I enjoy the RASCAR races A LOT because I'm racing with familiar names who are excellent drivers, in an excellent atmosphere. I don't race any other time online with N2002 anymore actually. As for the "easy" comment, N2002 is a lot easier than the F1 sims I race. Getting two similiar turns right per lap will always be easier than trying to get 14 (many completely different) just perfect. Sorry Gerry, I don't really take any of that back. Things HAVE changed though because a new NASCAR sim has come out that's significantly better than what was available at the time that quote was made. David G Fisher
"David G Fisher" wrote: > Only the Papy fan boys have the required misery to really rip into > sims. Hey - you're on probation Tony The Good Old Boys Network
> Furthering the "ghost" idea, it would've been great if a admin could set aoption so car contact would be ignored between players. When you're on a shoddy 56K connection, you tend to realize the beauty of the idea. Then, what's the point of racing against others??? If you can't pass 'em, go through 'em? Reminds me of a certain F1 "sim" by Ubisoft... -- Philippe "Philster" Sergerie
John Simmons wrote: > Well, how do you expect a pre-dx9 card to support dx9 unless the card > manufacturer comes up with new dx9 drivers? Exactly my point, John. If DX9 is indeed REQUIRED, and no DX9-compatible driver is developed for your videocard, I guess you're out of luck..... 8-(
bertr 19 Jan 2003 15:04 UTC#530452
> Well, how do you expect a pre-dx9 card to support dx9 unless the card > manufacturer comes up with new dx9 drivers? Exactly my point, John. If DX9 is indeed REQUIRED, and no DX9-compatible driver is developed for your videocard, I guess you're out of luck..... 8-(
> 2. at a smaller track, do cars further back in the field do nothing to > avoid wrecks (ie: hey I have no spotter), and slam into the back of > slower cars, or do they actually respond to what they can't see. As opposed to human players? :) -- Philippe "Philster" Sergerie
Dave Henrie 19 Jan 2003 18:17 UTC↳ reply to BRH#81541
BRH <"bertrh<no-spam>"@attbi.com> wrote in news:[email hidden]:
Quoted text (10 lines)> John Simmons wrote: > >> Well, how do you expect a pre-dx9 card to support dx9 unless the card >> manufacturer comes up with new dx9 drivers? > > Exactly my point, John. If DX9 is indeed REQUIRED, and no > DX9-compatible driver is developed for your videocard, I guess you're > out of luck..... 8-( > >
No I don't think that will be the case. IF you have a dx8 compatible card, it will still function with dx9. You may not get all the dx9 features but the card will work and the program also should run. True the newer cards built to dx9 specs will probably have a little edge in graphics and performance, but the older cards should run with dx9 even if they only have drivers that are compatible with dx8. dave henrie
In article <[email hidden]>, BRH <"bertrh<no- spam>"@attbi.com> says...
Quoted text (7 lines)> John Simmons wrote: > > > Well, how do you expect a pre-dx9 card to support dx9 unless the card > > manufacturer comes up with new dx9 drivers? > > Exactly my point, John. If DX9 is indeed REQUIRED, and no DX9-compatible driver is > developed for your videocard, I guess you're out of luck..... 8-(
Not at all. Just because your board and drivers down't support the new dx9 features, does not mean you can't install dx9. It just means that some of the really nifty stuff that dx9 does (or does better) just won't be as well done on your board. I don't remember this being an issue when DX8 came out...
"Philster" <[email hidden]> wrote in message news:cazW9.2187$[email hidden]... > > Furthering the "ghost" idea, it would've been great if a admin could seta > option so car contact would be ignored between players. When you're on a > shoddy 56K connection, you tend to realize the beauty of the idea. > > Then, what's the point of racing against others??? If you can't pass 'em,go
Quoted text (7 lines)> through 'em? Reminds me of a certain F1 "sim" by Ubisoft... > > > > -- > Philippe "Philster" Sergerie >
Those of us on 56K connections with a usual ping around 190ms, racing at short tracks like Bristol become unraceable. To avoid wrecks caused by warp, I believe a ghost mode would be useful for the 56K players. When everyone is on broadband, then you wouldn't need the option any longer. -Will
OK. Thanks for that clarification, guys. John Simmons wrote:
Quoted text (16 lines)> In article <[email hidden]>, BRH <"bertrh<no- > spam>"@attbi.com> says... > > John Simmons wrote: > > > > > Well, how do you expect a pre-dx9 card to support dx9 unless the card > > > manufacturer comes up with new dx9 drivers? > > > > Exactly my point, John. If DX9 is indeed REQUIRED, and no DX9-compatible driver is > > developed for your videocard, I guess you're out of luck..... 8-( > > Not at all. Just because your board and drivers down't support the > new dx9 features, does not mean you can't install dx9. It just means > that some of the really nifty stuff that dx9 does (or does better) > just won't be as well done on your board. > > I don't remember this being an issue when DX8 came out...
bertr 20 Jan 2003 00:33 UTC#530454
OK. Thanks for that clarification, guys.
Quoted text (12 lines)> > > Well, how do you expect a pre-dx9 card to support dx9 unless the card > > > manufacturer comes up with new dx9 drivers? > > Exactly my point, John. If DX9 is indeed REQUIRED, and no DX9-compatible driver is > > developed for your videocard, I guess you're out of luck..... 8-( > Not at all. Just because your board and drivers down't support the > new dx9 features, does not mean you can't install dx9. It just means > that some of the really nifty stuff that dx9 does (or does better) > just won't be as well done on your board. > I don't remember this being an issue when DX8 came out...
"Eric Busch" <[email hidden]> wrote: >NR2003 actually only uses DX8.1, but there are some task switching bugs >that seem to have cleared up in DX9 which is why it's the version that >is included on the CD to be installed with the game. > >- Eric > Eric: So, DX9 is included on the CD, but only DX 8.1 is used by N2003. Does this mean that only 8.1 is "required" (i.e. will there be a system check during installation that won't let you proceed unless 9 is installed). The reason I ask is that I've had all manner of problems with DX9 (F1 2002 won't run in 32-bit, random system crashes/lockups) and if I can possibly stay with 8.1 I'd rather not upgrade. Thanks, DP
"William Bradshaw" <[email hidden]> wrote in news:[email hidden]:
Quoted text (29 lines)> > "Philster" <[email hidden]> wrote in message > news:cazW9.2187$[email hidden]... >> > Furthering the "ghost" idea, it would've been great if a admin >> > could set > a >> option so car contact would be ignored between players. When you're >> on a shoddy 56K connection, you tend to realize the beauty of the >> idea. >> >> Then, what's the point of racing against others??? If you can't pass >> 'em, > go >> through 'em? Reminds me of a certain F1 "sim" by Ubisoft... >> >> >> >> -- >> Philippe "Philster" Sergerie >> > > Those of us on 56K connections with a usual ping around 190ms, racing > at short tracks like Bristol become unraceable. To avoid wrecks caused > by warp, I believe a ghost mode would be useful for the 56K players. > When everyone is on broadband, then you wouldn't need the option any > longer. > > -Will >
F1 2000 had that and I don't think it made much difference in the gameplay(smoothness on screen) but it would atleast, as you said, keep the warp wrecks from happening. dave henrie
The install will check for and prompt to install DX9 if needed. I believe I have it set up such that you can choose ignore that prompt and continue to use whatever version of DX you happen to have installed. That said, I would recommend DX9 with NR2003. - Eric "DaveP" <[email hidden]> wrote in message news:[email hidden]... > So, DX9 is included on the CD, but only DX 8.1 is used by N2003. Does > this mean that only 8.1 is "required" (i.e. will there be a system > check during installation that won't let you proceed unless 9 is > installed). The reason I ask is that I've had all manner of problems > with DX9 (F1 2002 won't run in 32-bit, random system crashes/lockups) > and if I can possibly stay with 8.1 I'd rather not upgrade.
Le Sat, 18 Jan 2003 03:33:53 GMT, "Rodney Arndt" <[email hidden]> a �crit : >Realistic weather that changes during sessions and race >Live weather updates shown on F1 screen Hi, I'd like to know if the weather variations between sessions are as important as in N2002. We are debating in the league i'm in wether we have to stay with the called "realistic weather" for the next season. Some said that 30 seconds to react to a major weather change between warm up and race is ridiculous. So i'd like to know if weather change between sessions is better in N2003. Are there weather forecasts for the race week end ? Or do we have more time between beginning of race session and actual race start from pits ? Thx.
Thanks Rodney. > Updated rules & penalties In single file restarts towards the end of the race, do the lap cars now correctly drop back to the end of the line? Also, how about a national anthem and a military fly by at the start of the race?? -Tim
No & No -- www.sascar.com "Tim Miser" <[email hidden]> wrote in message news:[email hidden]... > Thanks Rodney. > > > Updated rules & penalties > > In single file restarts towards the end of the race, do the lap cars now > correctly drop back to the end of the line? > > Also, how about a national anthem and a military fly by at the start of the > race?? > > -Tim > > >
"Tim Miser" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Thanks Rodney. > > > Updated rules & penalties > > In single file restarts towards the end of the race, do the lap cars now > correctly drop back to the end of the line? > > Also, how about a national anthem and a military fly by at the start of
the > race?? > > -Tim You're kidding about the anthem/fly by thing, right? David G Fisher
"David G Fisher"
Quoted text (11 lines)>> >> Also, how about a national anthem and a military fly by at the start of > the >> race?? >> >> -Tim > > You're kidding about the anthem/fly by thing, right? > > David G Fisher >
Being a multi-national group, I wonder just WHICH National Anthem he was referring too. And adding a fly by adds tons of sim work, getting the local airbases, finding out which flights are available, working out the physics for the proper jets to fly over at the proper time, after leaving briefing, taxing, transit, etc etc. That's a lot of work. :) dave henrie (being able to drive in and out of the garages during happy hour would be nice tho..)
"Rodney Arndt" <[email hidden]> wrote in message news:<rf4W9.85708$[email hidden]>... > ADDITIONAL SERVER ADMINISTRATION COMMANDS AWESOME!!! Thank you, Papyrus, for finally getting this stuff back in!
>"Dave Henrie" <[email hidden]> wrote > And adding a fly by adds tons of sim work, getting the > local airbases, finding out which flights are available, working out the > physics for the proper jets to fly over at the proper time, after leaving > briefing, taxing, transit, etc etc. That's a lot of work. :) LOL Well it's a *simulation*, indeed. If it wasn't done like above, I would for sure complain! ;-D -- -- 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...
Dave has the right idea. Building in the correct flight model physics, making sure the plane stalls and the correct speed/altitude, plane damage model, etc. Then there's the difficult issue of timing....getting the last lyric out of the anthem right when the B1B comes screaming by. Of course, some of those singers make that last line last a couple minutes it's got to drive those military pilot nuts! Big :( on the lap car/single file restart rule oversight. -Tim "David G Fisher" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (21 lines)> > "Tim Miser" <[email hidden]> wrote in message > news:[email hidden]... > > Thanks Rodney. > > > > > Updated rules & penalties > > > > In single file restarts towards the end of the race, do the lap cars now > > correctly drop back to the end of the line? > > > > Also, how about a national anthem and a military fly by at the start of > the > > race?? > > > > -Tim > > You're kidding about the anthem/fly by thing, right? > > David G Fisher > >
On Mon, 20 Jan 2003 12:16:23 -0800, "Tim Miser" <[email hidden]> wrote: >Also, how about a national anthem and a military fly by at the start of the >race?? My least favorite feature of the PC Thunder 2003, possibly even moreso than the actual driving and such. Jason
Will they actually _draft_ with you now? That was one of the biggest faults in the AI before. If you ever passed a car (and eventually you had to to save your sanity), they would never tuck up and draft with you. They just got slower and went about their own merry business. Larry "Rodney Arndt" <[email hidden]> wrote in message news:wzdW9.85891$[email hidden]... > They are much improved. Almost to the point of being scary <g>. They will > race you hard & take advantage of even the small mistakes. Believe it ornot
Quoted text (13 lines)> I just ran at Daytona with 1 real driver & ten ai. If you didn't tell me > they were ai I wouldn't of known :) I've ran many races against the ai & > came away smiling ear to ear. A lot of effort was put into trying to get > them as good as possible. > > -- > www.sascar.com > > "Peter Ives" <[email hidden]> wrote in message > news:[email hidden]... > > In article <BW3W9.85687$[email hidden]>, Rodney > > Arndt <[email hidden]> writes > > >As a beta tester for N2003, Papyrus has allowed me to discuss some of
the > > >new features that will be included in N2003. The reason I'm giving you > guys > > >this information is to show you how many things have been added,changed
Quoted text (23 lines)> > >or > > >updated. At 1st look, many may not recognize all the work that has gone > into > > >this sim. I can honestly say this is the best & most realistic NASCAR > racing > > >sim to date :) > > > > > > > <snip> > > > > >Improved AI > > > > Mmm, it'll be interesting to see what they mean by this. The AI > > certainly needed some improving. > > > > <snip> > > -- > > Peter Ives (AKA Pete Ivington) > > Remove ALL_STRESS before replying via email > > If you know what's good for you, don't listen to me :) > > GPLRank Joystick -50.63 Wheel -21.77 > >
So what do you want in a sim? "HeaderFile" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (31 lines)> you don't get it. I was never complaining/writing off anything about > the latest Nx. All I was/am bitching about is the meaningless hype > that was orginally posted, ie: "improved ai". > > Well what the hell does improved ai MEAN? You don't think this has > been hyped with every damn release of the game? Why the hell should I > be the least bit jazzed if all I read is "gee lookee here at all the > great stuff Nx will have this time around". Improved graphics, lol. > Yeah ok that's what this series has been lacking, whew I'm relieved. > > So, no one's told me yet what happens when you're sitting sideways on > the straight at martinsville? What about the train of cars at a plate > track, do they still all respond like syncro-drivers when braking for > a wreck they can't even see? Do they actually draft now? > > But I guess if we all worked on Papy's latest offering as much as you > apparently have, we'd have this info already. But y'know, when most > of us don't and Rod A. posts an unformative list of crap, I'm not > fanboy enough to say "oh goodee!". Give me info that actually means > something. > > "hardcore mode" > > lol. > > > > On Sun, 19 Jan 2003 02:35:11 GMT, "Jay Taylor" <[email hidden]> > wrote: > > >Actually I dont remember gushing over anything. My point was that
without > >any first hand knowledge of the game you have written pretty mucheverything > >in it off. I find it funny, but it's your right go for it by all means. > > > >I on the otherhand have worked with Papyrus on NR2003 for the pastseveral
Quoted text (7 lines)> >months, and have some real first hand knowledge of the product. When I > >first talked with them about working on this product I was interested but > >still had doubts about them actually pulling off everything they were > >planning. In that time I saw Grant Reeve turn a very iffy AI, into > >something I feel is truely worth racing. I also saw numerous other > >improvements, along with a much improved driving model, mainly due to > >increased information from Goodyear, and a huge amount of imput from
Manuel > >( from Jasper racing). Is the resulting product every single thing Iwant? > >No, but it's much closer then any previous product. For all the products > >I've be involved with while with Papyrus, I can honestly say this one isthe > >most solid at release. So am I biased? Probably but you would be too if > >you'd put in as much work on it as I have. > >So I guess now you can say I have gushed over it. > > > >If you dont like the game thats your opinion and your welcome to it. Ijust > >can't take you serious when you at most you've seen a few screen shotsand > >read a couple reviews, and have decided it's all crap. My suggestion toyou
Quoted text (25 lines)> >is that if you feel that strongly, dont buy it. > > > > > >Jay Taylor > > > > > > > > > > > > > >"HeaderFile" <[email hidden]> wrote in message > >news:[email hidden]... > >> in contrast to you, who'll gush with superlatives over anything Papy > >> comes out with, no matter how piecemeal, incremental, overhyped these > >> changes may be? Offended by someone who would dare demand more "real" > >> info in place of hype? I guess folks like you are just happy as pigs > >> in poo cuz Papy's coming out with another rehash of their nascar line. > >> > >> > >> > >> > >> On Sun, 19 Jan 2003 00:39:45 GMT, "Jay Taylor" <[email hidden]> > >> wrote: > >> > >> >Obviously you've already made your mind up about NR2003, and thats
your > >> >choice. Sounds like there isn't much papy could have done to changeit > >> >since you seem to find something wrong with everything new or improved > >> >they've tried to add. The real question for you is, are you going togo > >> >out and buy it so you can have first hand knowledge and attempt tofind > >> >fault in everything, or will you leave it alone and stick withwhatever
Quoted text (13 lines)> >else > >> >you get enjoyment from. > >> > > >> > > >> >Jay > >> > > >> > > >> > > >> > > >> > > >> >"HeaderFile" <[email hidden]> wrote in message > >> >news:[email hidden]... > >> >> On Sat, 18 Jan 2003 03:33:53 GMT, "Rodney Arndt"
<[email hidden]> > >> >> wrote: > >> >> > >> >> >As a beta tester for N2003, Papyrus has allowed me to discuss someof > >the > >> >> >new features that will be included in N2003. The reason I'm givingyou
Quoted text (8 lines)> >> >guys > >> >> >this information is to show you how many things have been added, > >changed > >> >or > >> >> >updated. At 1st look, many may not recognize all the work that has > >gone > >> >into > >> >> >this sim. I can honestly say this is the best & most realistic
NASCAR > >> >racing > >> >> >sim to date :) > >> >> > > >> >> > >> >> Well why would it be worse than anything previously released byPapy?
Quoted text (20 lines)> >> >> > >> >> >Improved physics. Input supplied by actual WC chief engineers > >> >> > >> >> whatever. does it improve gameplay? > >> >> > >> >> >Tires & grip modeled directly from Goodyear specs > >> >> > >> >> whatever. does it improve gameplay? > >> >> > >> >> >50 more horsepower > >> >> > >> >> gee whillickers. > >> >> > >> >> >Wall glue less sticky > >> >> > >> >> though still as unrealistic as before? > >> >> > >> >> >Improved AI > >> >> > >> >> "improved" AI has been promised with every new release of Nx. Can
you > >> >> tell us if the AI model has been changed from the > >> >> "one-lp-file-to-rule-them-all" approach (hey I just saw Two Towersso > >> >> forgive me here) to a model where each car behaves uniquely? Or in > >> >> other words, what happens when you're at the head of a train andslam
Quoted text (10 lines)> >> >> on the brakes? Does every car in the train behave exactly the same > >> >> way? Does the 10th car back magically know when to brake? > >> >> > >> >> Also, what happens if you park in the middle of the track at Marty? > >> >> Do AI cars behave as if they have a spotter, or do they continue to > >> >> slam headlong into a pile of cars? > >> >> > >> >> >Improved graphics > >> >> > >> >> the least important element of any serious sim that gets far too
much
Quoted text (15 lines)> >> >> focus during development. > >> >> > >> >> >Improved sounds (in car, replays, menus) > >> >> > >> >> as above. > >> >> > >> >> >Actual WC setups > >> >> >Updated tracks > >> >> >Realistic weather that changes during sessions and race > >> >> > >> >> what about realistic marble buildup on the high groove and near the > >> >> wall? What about other dynamic track surface changes? > >> >> > >> >> >Live weather updates shown on F1 screen > >> >> >Tire temps now start out warmer or colder depending on track
weather
Quoted text (50 lines)> >> >> >Pace car is now a ghost car > >> >> > >> >> to avoid what? AI that's still wonky? > >> >> > >> >> >Far-chase driving view > >> >> > >> >> Ahh, so it's more like lesser Nascar sims. > >> >> > >> >> >Adjustable cockpit view > >> >> >Off-line league support in exported standings > >> >> >Polling & vote system > >> >> >Additional admin. commands > >> >> >Advanced controller options > >> >> >Advanced graphic options > >> >> >Gamma & brightness options > >> >> > >> >> wow, this is new. Stop the presses! > >> >> > >> >> >Shadows options. On ground from cars & structures. Shadows on cars > >from > >> >> >other cars & structures as well as into cockpit > >> >> >Reflections on structures > >> >> >Solar effects > >> >> >Track lighting > >> >> >Hard core mode > >> >> > >> >> which is what? Is there a soft core setting? > >> >> > >> >> >Windshield buildup > >> >> >Bumpy tracks accurately modeled > >> >> >3d crowds > >> >> > >> >> as above, a graphical update that is meaningless during the a race. > >> >> > >> >> >Stability driving aid > >> >> >Animated objects (planes, blimps, helicopters) > >> >> > >> >> oooh yeah, so I can spend less time watching cars around me and more > >> >> at useless crap. > >> >> > >> >> >Animated flags indicating wind direction > >> >> >Opponent pit crew & pit box option > >> >> >Improved pit crew graphics > >> >> >Ability to set pit stop frequency > >> >> >Adaptive speed control for AI > >> >> > >> >> an unpopular GPL option comes to Nx just to add another line in the > >> >> "what's new" section. > >> >> > >> >> >Auto option for setting AI behavior that adjusts itself
automatically
Quoted text (17 lines)> >> >based > >> >> >on past performances > >> >> > >> >> this is the same as above. > >> >> > >> >> >Damage remodeled > >> >> > >> >> why, cuz it sucked before? Does it still suck now? > >> >> > >> >> >Driver hand movements on wheel in rear chase view > >> >> > >> >> again, stop the presses! > >> >> > >> >> >Texture filtering options > >> >> >Smaller fuel tanks at restrictor tracks > >> >> > >> >> is this modelled physically, or are you saying that F3 now shows
less > >> >> max fuel? > >> >> > >> >> >Updated rules & penalties > >> >> > >> >> > >> >> Papy hasn't done much with this series since N2. For instance,would > >> >> be nice to put in a replay->avi/mpg/wmv converter. Or hey, whatabout
Quoted text (8 lines)> >> >> a career mode? > >> >> > >> >> Feel free to flame, just playing devil's advocate. > >> >> > >> > > >> > > >
Well, wouldn't you agree that the ai HAS been improved with each release since N4 including patch releases? -Tim "HeaderFile" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (31 lines)> you don't get it. I was never complaining/writing off anything about > the latest Nx. All I was/am bitching about is the meaningless hype > that was orginally posted, ie: "improved ai". > > Well what the hell does improved ai MEAN? You don't think this has > been hyped with every damn release of the game? Why the hell should I > be the least bit jazzed if all I read is "gee lookee here at all the > great stuff Nx will have this time around". Improved graphics, lol. > Yeah ok that's what this series has been lacking, whew I'm relieved. > > So, no one's told me yet what happens when you're sitting sideways on > the straight at martinsville? What about the train of cars at a plate > track, do they still all respond like syncro-drivers when braking for > a wreck they can't even see? Do they actually draft now? > > But I guess if we all worked on Papy's latest offering as much as you > apparently have, we'd have this info already. But y'know, when most > of us don't and Rod A. posts an unformative list of crap, I'm not > fanboy enough to say "oh goodee!". Give me info that actually means > something. > > "hardcore mode" > > lol. > > > > On Sun, 19 Jan 2003 02:35:11 GMT, "Jay Taylor" <[email hidden]> > wrote: > > >Actually I dont remember gushing over anything. My point was that
without > >any first hand knowledge of the game you have written pretty mucheverything > >in it off. I find it funny, but it's your right go for it by all means. > > > >I on the otherhand have worked with Papyrus on NR2003 for the pastseveral
Quoted text (7 lines)> >months, and have some real first hand knowledge of the product. When I > >first talked with them about working on this product I was interested but > >still had doubts about them actually pulling off everything they were > >planning. In that time I saw Grant Reeve turn a very iffy AI, into > >something I feel is truely worth racing. I also saw numerous other > >improvements, along with a much improved driving model, mainly due to > >increased information from Goodyear, and a huge amount of imput from
Manuel > >( from Jasper racing). Is the resulting product every single thing Iwant? > >No, but it's much closer then any previous product. For all the products > >I've be involved with while with Papyrus, I can honestly say this one isthe > >most solid at release. So am I biased? Probably but you would be too if > >you'd put in as much work on it as I have. > >So I guess now you can say I have gushed over it. > > > >If you dont like the game thats your opinion and your welcome to it. Ijust > >can't take you serious when you at most you've seen a few screen shotsand > >read a couple reviews, and have decided it's all crap. My suggestion toyou
Quoted text (25 lines)> >is that if you feel that strongly, dont buy it. > > > > > >Jay Taylor > > > > > > > > > > > > > >"HeaderFile" <[email hidden]> wrote in message > >news:[email hidden]... > >> in contrast to you, who'll gush with superlatives over anything Papy > >> comes out with, no matter how piecemeal, incremental, overhyped these > >> changes may be? Offended by someone who would dare demand more "real" > >> info in place of hype? I guess folks like you are just happy as pigs > >> in poo cuz Papy's coming out with another rehash of their nascar line. > >> > >> > >> > >> > >> On Sun, 19 Jan 2003 00:39:45 GMT, "Jay Taylor" <[email hidden]> > >> wrote: > >> > >> >Obviously you've already made your mind up about NR2003, and thats
your > >> >choice. Sounds like there isn't much papy could have done to changeit > >> >since you seem to find something wrong with everything new or improved > >> >they've tried to add. The real question for you is, are you going togo > >> >out and buy it so you can have first hand knowledge and attempt tofind > >> >fault in everything, or will you leave it alone and stick withwhatever
Quoted text (13 lines)> >else > >> >you get enjoyment from. > >> > > >> > > >> >Jay > >> > > >> > > >> > > >> > > >> > > >> >"HeaderFile" <[email hidden]> wrote in message > >> >news:[email hidden]... > >> >> On Sat, 18 Jan 2003 03:33:53 GMT, "Rodney Arndt"
<[email hidden]> > >> >> wrote: > >> >> > >> >> >As a beta tester for N2003, Papyrus has allowed me to discuss someof > >the > >> >> >new features that will be included in N2003. The reason I'm givingyou
Quoted text (8 lines)> >> >guys > >> >> >this information is to show you how many things have been added, > >changed > >> >or > >> >> >updated. At 1st look, many may not recognize all the work that has > >gone > >> >into > >> >> >this sim. I can honestly say this is the best & most realistic
NASCAR > >> >racing > >> >> >sim to date :) > >> >> > > >> >> > >> >> Well why would it be worse than anything previously released byPapy?
Quoted text (20 lines)> >> >> > >> >> >Improved physics. Input supplied by actual WC chief engineers > >> >> > >> >> whatever. does it improve gameplay? > >> >> > >> >> >Tires & grip modeled directly from Goodyear specs > >> >> > >> >> whatever. does it improve gameplay? > >> >> > >> >> >50 more horsepower > >> >> > >> >> gee whillickers. > >> >> > >> >> >Wall glue less sticky > >> >> > >> >> though still as unrealistic as before? > >> >> > >> >> >Improved AI > >> >> > >> >> "improved" AI has been promised with every new release of Nx. Can
you > >> >> tell us if the AI model has been changed from the > >> >> "one-lp-file-to-rule-them-all" approach (hey I just saw Two Towersso > >> >> forgive me here) to a model where each car behaves uniquely? Or in > >> >> other words, what happens when you're at the head of a train andslam
Quoted text (10 lines)> >> >> on the brakes? Does every car in the train behave exactly the same > >> >> way? Does the 10th car back magically know when to brake? > >> >> > >> >> Also, what happens if you park in the middle of the track at Marty? > >> >> Do AI cars behave as if they have a spotter, or do they continue to > >> >> slam headlong into a pile of cars? > >> >> > >> >> >Improved graphics > >> >> > >> >> the least important element of any serious sim that gets far too
much
Quoted text (15 lines)> >> >> focus during development. > >> >> > >> >> >Improved sounds (in car, replays, menus) > >> >> > >> >> as above. > >> >> > >> >> >Actual WC setups > >> >> >Updated tracks > >> >> >Realistic weather that changes during sessions and race > >> >> > >> >> what about realistic marble buildup on the high groove and near the > >> >> wall? What about other dynamic track surface changes? > >> >> > >> >> >Live weather updates shown on F1 screen > >> >> >Tire temps now start out warmer or colder depending on track
weather
Quoted text (50 lines)> >> >> >Pace car is now a ghost car > >> >> > >> >> to avoid what? AI that's still wonky? > >> >> > >> >> >Far-chase driving view > >> >> > >> >> Ahh, so it's more like lesser Nascar sims. > >> >> > >> >> >Adjustable cockpit view > >> >> >Off-line league support in exported standings > >> >> >Polling & vote system > >> >> >Additional admin. commands > >> >> >Advanced controller options > >> >> >Advanced graphic options > >> >> >Gamma & brightness options > >> >> > >> >> wow, this is new. Stop the presses! > >> >> > >> >> >Shadows options. On ground from cars & structures. Shadows on cars > >from > >> >> >other cars & structures as well as into cockpit > >> >> >Reflections on structures > >> >> >Solar effects > >> >> >Track lighting > >> >> >Hard core mode > >> >> > >> >> which is what? Is there a soft core setting? > >> >> > >> >> >Windshield buildup > >> >> >Bumpy tracks accurately modeled > >> >> >3d crowds > >> >> > >> >> as above, a graphical update that is meaningless during the a race. > >> >> > >> >> >Stability driving aid > >> >> >Animated objects (planes, blimps, helicopters) > >> >> > >> >> oooh yeah, so I can spend less time watching cars around me and more > >> >> at useless crap. > >> >> > >> >> >Animated flags indicating wind direction > >> >> >Opponent pit crew & pit box option > >> >> >Improved pit crew graphics > >> >> >Ability to set pit stop frequency > >> >> >Adaptive speed control for AI > >> >> > >> >> an unpopular GPL option comes to Nx just to add another line in the > >> >> "what's new" section. > >> >> > >> >> >Auto option for setting AI behavior that adjusts itself
automatically
Quoted text (17 lines)> >> >based > >> >> >on past performances > >> >> > >> >> this is the same as above. > >> >> > >> >> >Damage remodeled > >> >> > >> >> why, cuz it sucked before? Does it still suck now? > >> >> > >> >> >Driver hand movements on wheel in rear chase view > >> >> > >> >> again, stop the presses! > >> >> > >> >> >Texture filtering options > >> >> >Smaller fuel tanks at restrictor tracks > >> >> > >> >> is this modelled physically, or are you saying that F3 now shows
less > >> >> max fuel? > >> >> > >> >> >Updated rules & penalties > >> >> > >> >> > >> >> Papy hasn't done much with this series since N2. For instance,would > >> >> be nice to put in a replay->avi/mpg/wmv converter. Or hey, whatabout
Quoted text (8 lines)> >> >> a career mode? > >> >> > >> >> Feel free to flame, just playing devil's advocate. > >> >> > >> > > >> > > >
Gary Brown 23 Jan 2003 16:58 UTC↳ reply to Tim#80662
On Sat, 18 Jan 2003 20:43:36 GMT, "Tim" <[email hidden]> wrote: >With a responsible admin, those yellow and bf commands will really help. I'd like the ability to edit the qualifying results before the race. This way we could run reverse grid races and simulate The Winston etc. Only way I can see ATM to do it is to have the drivers run the first green lap slowly and sort out the positions on the track before racing properly at the start of lap 2. Cheers, Gary.
In article <[email hidden]>, Dave Henrie <[email hidden]> writes: > Being a multi-national group, I wonder just WHICH National Anthem he was >referring too. But it's a sim of an American race series. He *must* have meant the American national anthem...<g> Eldred -- Homepage - http://www.umich.edu/~epickett GPLRank:-0.381 N2002 Rank:+17.59 Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
In article <[email hidden]>, John Simmons <[email hidden]> writes: >I don't remember this being an issue when DX8 came out... Actually, I think there were reports of DX8 'breaking' older games. Some people couldn't run their old favorites anymore. I had an issue with some game, but I can't remember now exactly what it was... Eldred -- Homepage - http://www.umich.edu/~epickett GPLRank:-0.381 N2002 Rank:+17.59 Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
Quoted text (8 lines)> >>I don't remember this being an issue when DX8 came out... > > Actually, I think there were reports of DX8 'breaking' older games. > Some people couldn't run their old favorites anymore. I had an issue > with some game, but I can't remember now exactly what it was... > > Eldred
Almost EVERY new update of Direct X has had a group of people screaming for help. Usually the problems would work themselves out through driver updates, and the screaming would start again when the next version of Direct X was released. I can't think of a single update that hasn't caused problems for somebody. But I can also state that the VAST majority of users have gone from DX3 all the way to DX9 without ever having a problem related to the new version. The funny thing is/was: The people who religiously abstain from a new version of Dx..HAD to upgrade sometime...and they HAD to get it working...yet, they still dread problems and hold off with the dx updates. Kinda like us ol Win98'ers :) dave henrie

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