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Rec.Autos.Simulators Archive

Nascar faults

3 posts by 3 people · 02 Nov 1995 - 03 Nov 1995

Even though Papyrus is abandoning future development of DOS versions of NASCAR RACING, I thought I might make some suggestions to improve the glitches in the old version: 1. At the beginning of any race, the user suffers traction problems from cool tires, while the computer opponents are able to hold a perfect line. 2. If 2 computer opponents crash, the other computer opponents stop dead in the track to wait for the accident to clear. If the user crashes, the computer opponents blow on by and gain track position. 3. When the user crashes, he must spend 10 to 15 seconds to get moving again. When a computer opponent crashes, he is able to make a 180 degree turn without pulling forward or backward. This is very convenient for the computer opponents at narrow tracks. 4. No matter what the user does to prevent it, a spinning user car usually ends up facing the opposite direction that it was going when the spin started. This defies the laws of physics and probability. 5. If the user hits the wall in a corner, the car skids helplessly with its nose in the wall. The aspect of the car vis a vis the wall never changes. If the momentum of the car were that great, the car would slam broadside against the wall. If the resistance against the wall were that great, the car would spin around with the fender still contacting the wall. Again this defies the laws of physics. 6. The user can gain advantage by slamming into other cars during the pace lap. As long as he gets in line before the green, there is no penalty. 7. In the championship season, points are only awarded for the order of finish. No points are awarded for those who lead a lap, those who lead the most laps, or those who lead at the mid point. 8. It is impossible to run more than one championship season at one time. 9. Paintkit assumes that the CARS94 set is the only set you would want to edit. Try editing a different car set or try adding more cars to a set and find out what happens. 10. Player can cheat a black flag or defeat the pit speed by pulling backwards out of a pit. To pit immediately after stopping for a black flag penalty, simply back up about one car length and then pull back in. To defeat the pit speed, back out of the pit and pull right out on to the raceway. 11. The auto breaking feature still allows the user to catch a black flag for breaking the pit speed. Why is the pit speed the same for every track? 12. At Talladega, a user can get a black flag for the following scenario: A car crashes into the user in the last turn and the user is hurled across the grass and into the pit area (which is not protected by a pit wall). The user receives a black flag for speeding in the pit. 13. The walls at Watkins Glen are placed too close to the track. If they were that close in real life, there would be more fatalities. 14. Part II will contain many more.
>Even though Papyrus is abandoning future development of >DOS versions of NASCAR RACING, I thought I might make >some suggestions to improve the glitches in the old version: >6. The user can gain advantage by slamming into other > cars during the pace lap. As long as he gets in > line before the green, there is no penalty. Nah....that there's called RUBBIN, boy! And in these here parts, Rubbin's just Racin :)
RickGent 03 Nov 1995#306939
Even though Papyrus is abandoning future development of DOS versions of NASCAR RACING, <<< Who said anything about abandoning future development of DOS versions of NASCAR? Rick Genter Technical Lead, IndyCar Racing II Papyrus Design Group, Inc.

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