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Re: NFSPU: I'm digging this game

14 posts by 7 people · 22 Jun 2000 - 23 Jun 2000 09:11 UTC

> I'm digging it so much I'm half way to China. Agreed - the best driving game *ever* outside the Arcades. I'm having so much fun with this one that it seriously hurts my GPL laptimes ;-) The physics might be not as detailed as in GPL, but It's THE perfect balance between fun and simulation. Basically it's an arcade game that even serious simracers can enjoy (a bit like the good arcades like ferrari challenge). A Need for Speed type of game can't get much better than Porsche Unleashed IMHO. The in-car view could be better, and there should be more realistic tracks, like for example a (accurate <g>) racing circuit and some narrow coutryside roads. cheers, Alex
(unknown) 22 Jun 2000#261067
In article <[email hidden]>, Andrew Turner <[email hidden]> wrote: <SNIP> > My gripe here is that once you start cooking along, the AI of"civilian" > traffic is programmed to make sudden turns toward you and/orbrake...Boo, Hiss. > I am emailing to see if they can resolve this issue, but I doubt theywill. We may be able to fix this ourselves, without EA's help. I posted a while back that I've tried to modify some of the AI files in NFSPU to try to make the AI even more competitive and capable, and I think that this data can be modified for ALL the AI cars (including the traffic cars) You can find my modified AI files here: http://irlinsider.adnetweb.com/sims/nfspu.htm The *.csv files contain performance data for the AI competitors, and I believe they also include performance parameters for the TRAFFIC cars as well, which means you should be able to improve their responsiveness, improve their aviodance abilities, enhance their awareness of traffic around them, etc., to reduce their tendency to drive like morons. The AI performance data is all a numbers game -- to edit the performance data, just open the *.csv files using Microsoft Excel and all the performance data will line up nicely and you should be able to view and understand the various AI performance parameters (EA used good programming practices and inlcuded remarks to make it easier to comprehend). As stated on the site, any feedback on my modified files would be most welcome -- I've done as much testing as I can, and I need more feedback to determine if the AI can be improved any further. Enjoy! -- JB > Really, I just pretend they were very startled as I swooped intotheir view. > And then I like to imagine that they dropped a load in their pants,and that I > can see the fear on their faces and smell their poop. > > And nighttime Monaco is beautiful... My wife even liked it (althoughI think it > was because of all the shops)... Really, this game has the best "realworld" > graphics I've seen.. I love taking a little old roadster out for aride just to
Quoted text (8 lines)> see the scenery. > > Regards, > Andrew > > Stephen Ferguson wrote: > > > I'm liking the little jump at the end of this short cut. It really
gives > > you a chance to play around with the various possibilities ofbraking, > > goosing the throttle, or balancing it just before liftoff.Yeehaa.... like > > Flugplatz in GPL, but somehow better. > > > > My only gripe is that the roads are too wide, but it is NFS, afterall. It > > even runs super fast at 800x600x32 on my notebook. Three thumbs upfor this > > one. > > > > Stephen > > Sent via Deja.com http://www.deja.com/ Before you buy.
J. Janasov 22 Jun 2000#261075
Your improved AI is great! Can you make them all about 25 percent faster? Thanks J. Janasov <[email hidden]> wrote in message news:8itn5g$h0r$[email hidden]...
Quoted text (82 lines)> In article <[email hidden]>, > Andrew Turner <[email hidden]> wrote: > > <SNIP> > > > My gripe here is that once you start cooking along, the AI of > "civilian" > > traffic is programmed to make sudden turns toward you and/or > brake...Boo, Hiss. > > I am emailing to see if they can resolve this issue, but I doubt they > will. > > We may be able to fix this ourselves, without EA's help. I posted a > while back that I've tried to modify some of the AI files in NFSPU to > try to make the AI even more competitive and capable, and I think that > this data can be modified for ALL the AI cars (including the traffic > cars) You can find my modified AI files here: > > http://irlinsider.adnetweb.com/sims/nfspu.htm > > The *.csv files contain performance data for the AI competitors, and I > believe they also include performance parameters for the TRAFFIC cars > as well, which means you should be able to improve their > responsiveness, improve their aviodance abilities, enhance their > awareness of traffic around them, etc., to reduce their tendency to > drive like morons. > > The AI performance data is all a numbers game -- to edit the > performance data, just open the *.csv files using Microsoft Excel and > all the performance data will line up nicely and you should be able to > view and understand the various AI performance parameters (EA used good > programming practices and inlcuded remarks to make it easier to > comprehend). > > As stated on the site, any feedback on my modified files would be most > welcome -- I've done as much testing as I can, and I need more feedback > to determine if the AI can be improved any further. > > Enjoy! > > -- JB > > > Really, I just pretend they were very startled as I swooped into > their view. > > And then I like to imagine that they dropped a load in their pants, > and that I > > can see the fear on their faces and smell their poop. > > > > And nighttime Monaco is beautiful... My wife even liked it (although > I think it > > was because of all the shops)... Really, this game has the best "real > world" > > graphics I've seen.. I love taking a little old roadster out for a > ride just to > > see the scenery. > > > > Regards, > > Andrew > > > > Stephen Ferguson wrote: > > > > > I'm liking the little jump at the end of this short cut. It really > gives > > > you a chance to play around with the various possibilities of > braking, > > > goosing the throttle, or balancing it just before liftoff. > Yeehaa.... like > > > Flugplatz in GPL, but somehow better. > > > > > > My only gripe is that the roads are too wide, but it is NFS, after > all. It > > > even runs super fast at 800x600x32 on my notebook. Three thumbs up > for this > > > one. > > > > > > Stephen > > > > > > > Sent via Deja.com http://www.deja.com/ > Before you buy.
(unknown) 22 Jun 2000#261094
In article <[email hidden]>, Andrew Turner <[email hidden]> wrote: > HEY! > > I downloaded the file, and sure enough... Prsonal.csv is the one... I > found lots of stuff there, including UNFAIR ACCELERATION ADVANTAGESTHE AI > HAS!!!! That's BS, so I think I'll change it. VERY cool finding, Andrew -- have at it! For everyone else's benefit, the value you want to look for to eliminate the acceleration advantage is "acceleration"; according to the remarks the settings for this value are "low," "medium," "high," and "extreme," with each having the following effect: "low means less than normal accelration, medium is "per spec" (equal to player car), high is faster, and extreme is, well, extreme" I have not been able to figure out how to make the AI cars perform well enough to REALLY give me a run for the money (i.e., if I'm starting at the front of the pack, I can usually run away from the rest of the front runners). Because of this, I believe I originally set the "acceleration" parameter to "extreme" for all the AI cars in my modified AI files, just to give them a bit of an advantage and to help make the AI more challenging and competitive. If you change these values, please post your findings here so we can all learn how to make the AI better. Have fun! -- JB Sent via Deja.com http://www.deja.com/ Before you buy.
(unknown) 22 Jun 2000#261096
You might also try removing the "swipe" parameter from the "scripts.csv" file -- I believe replacing this parameter with "move_away" or "end" will reduce the traffic's tendency to try to slam into you as you pass them. Haven't tried it myself, though, as I seldom play with traffic, except in the classic era 356 rally events. -- JB In article <[email hidden]>, Andrew Turner <[email hidden]> wrote: > HEY! > > I downloaded the file, and sure enough... Prsonal.csv is the one... I > found lots of stuff there, including UNFAIR ACCELERATION ADVANTAGESTHE AI > HAS!!!! That's BS, so I think I'll change it. > > Also, traffic swerviness is in there too.. I just need to find outhow to > make them a little faster so it doesn't look like they're going 30mph.. > > Can't wait to get home & try it! > > Thanks again, > Andrew Sent via Deja.com http://www.deja.com/ Before you buy.
I'm digging it so much I'm half way to China. The physics modelling is up to snuff (or, at least, enough to keep this engineer happy) and these are cars I can really identify with. Stuff of childhood dreams, or later hours spent reading through "European & Sports Cars" articles on such esoterica as the shaft driven Carrera camshafts. Nighttime in Monaco in a 356 transports me back to old films; the only thing missing is Audrey Hepburn when I hit the "glance right" button. The newer cars put me on the leading edge of road car technology. This game nails all eras for me and keeps me grinning and coming back for more. I haven't even started to scratch the Factory Driver mode. Andrew Turner <[email hidden]> wrote: > I've seen some excellent racing action, though, and cool crashes - such > as in Normandie, when you come to the turnoff between the hay bails - if I'm liking the little jump at the end of this short cut. It really gives you a chance to play around with the various possibilities of braking, goosing the throttle, or balancing it just before liftoff. Yeehaa.... like Flugplatz in GPL, but somehow better. My only gripe is that the roads are too wide, but it is NFS, after all. It even runs super fast at 800x600x32 on my notebook. Three thumbs up for this one. Stephen
Andrew Turner 22 Jun 2000 13:13 UTC#261229
Ok, so now I'm on a PU kick. I've been goofing around with it late each night.... I've just gotten to the point where the other drivers are really competitive, which is the 2000CC class... 1965 911s. MMM. Trouble is, it seems to have gotten really tough, really quick - I haven't finished above fourth overall, and I feel lucky if I place 1st in one out of the three races.. If anyone has any advice as to car setups in the 2000 class (or above, or below, or whatever) please let me know! Two other things - I heard if you win a race with no damage, you get bonus points - I haven't seen this. Also, I heard you're supposed to be able to drag the instruments around in the "panel setup" area.. while I can choose different layouts, I can't move anything. I've seen some excellent racing action, though, and cool crashes - such as in Normandie, when you come to the turnoff between the hay bails - if you execute the turn just right, you do a 4-wheel drift right onto the road - well, I was chasing the guy in front of me and he hit the turn a little hot.. we were both screaming along, and he *just* clipped the hay bails on the right, and oscillated into a spin, and as I passed him on the left (and got four wheels back on the asphalt) he spun away into the house... Kick ASS! I just wish there were flying parts and "fatal" crashes.. I'm hoping the series continues in the excellent tradition of NFSPU. Andrew
Andrew Turner 22 Jun 2000 14:25 UTC#261237
I like the jump at the beginning of the shortcut too! (when you're racing the road in the other direction!) Personally, I like the roads this wide - it makes it fun to try all different lines - also, have you tried test driving with heavy traffic? Holy Crap! What would be absolutely cool would be if you could do competitive races with traffic. Oh man, that would be cool. Maybe too processor intesive - perhaps that's why they didn't include it. My gripe here is that once you start cooking along, the AI of "civilian" traffic is programmed to make sudden turns toward you and/or brake...Boo, Hiss. I am emailing to see if they can resolve this issue, but I doubt they will. Still, it doesn't ruin it for me, I just pretend they're women. (Kidding! I'm kidding, OK?? Settle down.) Really, I just pretend they were very startled as I swooped into their view. And then I like to imagine that they dropped a load in their pants, and that I can see the fear on their faces and smell their poop. And nighttime Monaco is beautiful... My wife even liked it (although I think it was because of all the shops)... Really, this game has the best "real world" graphics I've seen.. I love taking a little old roadster out for a ride just to see the scenery. Regards, Andrew Stephen Ferguson wrote:
Quoted text (10 lines)> I'm liking the little jump at the end of this short cut. It really gives > you a chance to play around with the various possibilities of braking, > goosing the throttle, or balancing it just before liftoff. Yeehaa.... like > Flugplatz in GPL, but somehow better. > > My only gripe is that the roads are too wide, but it is NFS, after all. It > even runs super fast at 800x600x32 on my notebook. Three thumbs up for this > one. > > Stephen
Andrew Turner 22 Jun 2000 19:01 UTC#261073
Cool, cool, cool. Thanks, I will check it out. Andrew [email hidden] wrote:
Quoted text (81 lines)> In article <[email hidden]>, > Andrew Turner <[email hidden]> wrote: > > <SNIP> > > > My gripe here is that once you start cooking along, the AI of > "civilian" > > traffic is programmed to make sudden turns toward you and/or > brake...Boo, Hiss. > > I am emailing to see if they can resolve this issue, but I doubt they > will. > > We may be able to fix this ourselves, without EA's help. I posted a > while back that I've tried to modify some of the AI files in NFSPU to > try to make the AI even more competitive and capable, and I think that > this data can be modified for ALL the AI cars (including the traffic > cars) You can find my modified AI files here: > > http://irlinsider.adnetweb.com/sims/nfspu.htm > > The *.csv files contain performance data for the AI competitors, and I > believe they also include performance parameters for the TRAFFIC cars > as well, which means you should be able to improve their > responsiveness, improve their aviodance abilities, enhance their > awareness of traffic around them, etc., to reduce their tendency to > drive like morons. > > The AI performance data is all a numbers game -- to edit the > performance data, just open the *.csv files using Microsoft Excel and > all the performance data will line up nicely and you should be able to > view and understand the various AI performance parameters (EA used good > programming practices and inlcuded remarks to make it easier to > comprehend). > > As stated on the site, any feedback on my modified files would be most > welcome -- I've done as much testing as I can, and I need more feedback > to determine if the AI can be improved any further. > > Enjoy! > > -- JB > > > Really, I just pretend they were very startled as I swooped into > their view. > > And then I like to imagine that they dropped a load in their pants, > and that I > > can see the fear on their faces and smell their poop. > > > > And nighttime Monaco is beautiful... My wife even liked it (although > I think it > > was because of all the shops)... Really, this game has the best "real > world" > > graphics I've seen.. I love taking a little old roadster out for a > ride just to > > see the scenery. > > > > Regards, > > Andrew > > > > Stephen Ferguson wrote: > > > > > I'm liking the little jump at the end of this short cut. It really > gives > > > you a chance to play around with the various possibilities of > braking, > > > goosing the throttle, or balancing it just before liftoff. > Yeehaa.... like > > > Flugplatz in GPL, but somehow better. > > > > > > My only gripe is that the roads are too wide, but it is NFS, after > all. It > > > even runs super fast at 800x600x32 on my notebook. Three thumbs up > for this > > > one. > > > > > > Stephen > > > > > > Sent via Deja.com http://www.deja.com/ > Before you buy.
Andrew Turner 22 Jun 2000 19:31 UTC#261077
HEY! I downloaded the file, and sure enough... Prsonal.csv is the one... I found lots of stuff there, including UNFAIR ACCELERATION ADVANTAGES THE AI HAS!!!! That's BS, so I think I'll change it. Also, traffic swerviness is in there too.. I just need to find out how to make them a little faster so it doesn't look like they're going 30 mph.. Can't wait to get home & try it! Thanks again, Andrew [email hidden] wrote:
Quoted text (81 lines)> In article <[email hidden]>, > Andrew Turner <[email hidden]> wrote: > > <SNIP> > > > My gripe here is that once you start cooking along, the AI of > "civilian" > > traffic is programmed to make sudden turns toward you and/or > brake...Boo, Hiss. > > I am emailing to see if they can resolve this issue, but I doubt they > will. > > We may be able to fix this ourselves, without EA's help. I posted a > while back that I've tried to modify some of the AI files in NFSPU to > try to make the AI even more competitive and capable, and I think that > this data can be modified for ALL the AI cars (including the traffic > cars) You can find my modified AI files here: > > http://irlinsider.adnetweb.com/sims/nfspu.htm > > The *.csv files contain performance data for the AI competitors, and I > believe they also include performance parameters for the TRAFFIC cars > as well, which means you should be able to improve their > responsiveness, improve their aviodance abilities, enhance their > awareness of traffic around them, etc., to reduce their tendency to > drive like morons. > > The AI performance data is all a numbers game -- to edit the > performance data, just open the *.csv files using Microsoft Excel and > all the performance data will line up nicely and you should be able to > view and understand the various AI performance parameters (EA used good > programming practices and inlcuded remarks to make it easier to > comprehend). > > As stated on the site, any feedback on my modified files would be most > welcome -- I've done as much testing as I can, and I need more feedback > to determine if the AI can be improved any further. > > Enjoy! > > -- JB > > > Really, I just pretend they were very startled as I swooped into > their view. > > And then I like to imagine that they dropped a load in their pants, > and that I > > can see the fear on their faces and smell their poop. > > > > And nighttime Monaco is beautiful... My wife even liked it (although > I think it > > was because of all the shops)... Really, this game has the best "real > world" > > graphics I've seen.. I love taking a little old roadster out for a > ride just to > > see the scenery. > > > > Regards, > > Andrew > > > > Stephen Ferguson wrote: > > > > > I'm liking the little jump at the end of this short cut. It really > gives > > > you a chance to play around with the various possibilities of > braking, > > > goosing the throttle, or balancing it just before liftoff. > Yeehaa.... like > > > Flugplatz in GPL, but somehow better. > > > > > > My only gripe is that the roads are too wide, but it is NFS, after > all. It > > > even runs super fast at 800x600x32 on my notebook. Three thumbs up > for this > > > one. > > > > > > Stephen > > > > > > Sent via Deja.com http://www.deja.com/ > Before you buy.
Hywel 22 Jun 2000 23:19 UTC#261105
> Also, I heard you're supposed to be > able to drag the instruments around in the "panel setup" area.. while I > can choose different layouts, I can't move anything. No, when youre actually racing, use the mouse to move the instruments on the screen to wherever you want them. Hywel
Alexander Marx <[email hidden]> wrote in message news:8itdhr$5n7r6$[email hidden]... > > A Need for Speed type of game can't get much better than Porsche Unleashed > IMHO. The in-car view could be better, and there should be more realistic > tracks, like for example a (accurate <g>) racing circuit and some narrow > coutryside roads. > Like losing the "Micro Machines" look for the replays at Monaco? It's a minor complaint for me, though. All the extra room makes the racing more fun. One interesting thing about the Monaco segments is that they start to give you some perspective on how astronomically fast F1 cars are. I am not suggesting that the NFS Monaco segments are the most accurate representations of the track, but for each little section that I recognize, as I coax my 911S through the section, I'm thinking "man, a modern F1 does that in a blink". I'm finding my favourites are the 356s. You really have to work to keep your momentum, and races often turn into those agonizing, never-ending drag races where you really start to see the importance of corner exit speed. The look left / right works really nicely here. Stephen
(unknown) 23 Jun 2000#260827
Glad you're enjoying the enhancements! I'm not quite sure how to make them faster -- I think there are some parameters that control the spread of the field, which, if altered correctly, would result in a "catch-up" effect, making the AI tougher to run away from. I'll see what I can come up with, but I've been pretty busy, so someone else may be able to "hack" this one out before I get a chance to play around with it on my end. -- JB In article <8itp0l$s34$[email hidden]>, "J. Janasov" <[email hidden]> wrote: > Your improved AI is great! Can you make them all about 25 percentfaster? > Thanks > J. Janasov > > <[email hidden]> wrote in messagenews:8itn5g$h0r$[email hidden]...
Quoted text (10 lines)> > In article <[email hidden]>, > > Andrew Turner <[email hidden]> wrote: > > > > <SNIP> > > > > > My gripe here is that once you start cooking along, the AI of > > "civilian" > > > traffic is programmed to make sudden turns toward you and/or > > brake...Boo, Hiss. > > > I am emailing to see if they can resolve this issue, but I doubt
they > > will. > > > > We may be able to fix this ourselves, without EA's help. I posted a > > while back that I've tried to modify some of the AI files in NFSPUto > > try to make the AI even more competitive and capable, and I thinkthat > > this data can be modified for ALL the AI cars (including the traffic > > cars) You can find my modified AI files here: > > > > http://irlinsider.adnetweb.com/sims/nfspu.htm > > > > The *.csv files contain performance data for the AI competitors,and I > > believe they also include performance parameters for the TRAFFICcars
Quoted text (7 lines)> > as well, which means you should be able to improve their > > responsiveness, improve their aviodance abilities, enhance their > > awareness of traffic around them, etc., to reduce their tendency to > > drive like morons. > > > > The AI performance data is all a numbers game -- to edit the > > performance data, just open the *.csv files using Microsoft Excel
and > > all the performance data will line up nicely and you should be ableto > > view and understand the various AI performance parameters (EA usedgood > > programming practices and inlcuded remarks to make it easier to > > comprehend). > > > > As stated on the site, any feedback on my modified files would bemost > > welcome -- I've done as much testing as I can, and I need morefeedback
Quoted text (9 lines)> > to determine if the AI can be improved any further. > > > > Enjoy! > > > > -- JB > > > > > Really, I just pretend they were very startled as I swooped into > > their view. > > > And then I like to imagine that they dropped a load in their
pants, > > and that I > > > can see the fear on their faces and smell their poop. > > > > > > And nighttime Monaco is beautiful... My wife even liked it(although > > I think it > > > was because of all the shops)... Really, this game has thebest "real
Quoted text (11 lines)> > world" > > > graphics I've seen.. I love taking a little old roadster out for a > > ride just to > > > see the scenery. > > > > > > Regards, > > > Andrew > > > > > > Stephen Ferguson wrote: > > > > > > > I'm liking the little jump at the end of this short cut. It
really
Quoted text (8 lines)> > gives > > > > you a chance to play around with the various possibilities of > > braking, > > > > goosing the throttle, or balancing it just before liftoff. > > Yeehaa.... like > > > > Flugplatz in GPL, but somehow better. > > > > > > > > My only gripe is that the roads are too wide, but it is NFS,
after > > all. It > > > > even runs super fast at 800x600x32 on my notebook. Threethumbs up
Quoted text (12 lines)> > for this > > > > one. > > > > > > > > Stephen > > > > > > > > > > > > Sent via Deja.com http://www.deja.com/ > > Before you buy. > >
Sent via Deja.com http://www.deja.com/ Before you buy.
Steven Crook-Dawkins 23 Jun 2000 09:11 UTC#260757
Andrew Turner wrote:
Quoted text (9 lines)> Ok, so now I'm on a PU kick. I've been goofing around with it late each > night.... I've just gotten to the point where the other drivers are > really competitive, which is the 2000CC class... 1965 911s. MMM. > > Trouble is, it seems to have gotten really tough, really quick - I > haven't finished above fourth overall, and I feel lucky if I place 1st > in one out of the three races.. If anyone has any advice as to car > setups in the 2000 class (or above, or below, or whatever) please let me > know!
I'm in 1982 now and I didn't get this trouble. I can assure you its not down to the skill of my driving - but what I did do was buy all the performance parts I could (inc. slick tyres etc) and then fit them to my car. I'm not sure, but I think the opponents always race in basic cars, so you can get an advantage without spending too much. Antoher thing is that the 2000 class in the classic era includes a 911 and a 911S - if you don't have the 911S you can buy an upgrade for the engine. Hope this is of some use, Steve

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