Was hoping Jim or some of the other papyrus staff might let us in on some
of the future projects you guys have in store. After all is wrapped up
with Nascar II, what's next on the Papyrus agenda.
I would like to say that Indy Car Racing II is still my favorite Sim
(Rendition Version), you guys really outdid yourself with this one in my
opinion. Was curious if you guys are going to follow up with multiplayer
add-on / more rendition tracks or if you'll be starting work on ICR3 ;)
I think some of this has been rehashed several times, but I think a lot of
us fans sincerely want to be filled in on what we can expect from you guys
in the long term and short term...
Thanks !
------
August Branchesi
Systems Programmer / Apex Marketing Group
http://members.visi.net/~muja
Notable threadPapyrus future projects and NASCAR 3 wish lists
Users asked Papyrus about future sims. Jim Sokoloff said he was working on NASCAR 3 and invited wish lists, and hinted that Sierra's ownership would mean more openness about upcoming projects, while magazines had mentioned a 1960s Grand Prix sim. Requests included sprint cars, trucks, IRL tracks and more setup options, and Jim also gave advice on curing push and loose handling.
With Jim Sokoloff (Papyrus)
Automated summary.
Quoted text (19 lines)
> Was hoping Jim or some of the other papyrus staff might let us in on some > of the future projects you guys have in store. After all is wrapped up > with Nascar II, what's next on the Papyrus agenda. > I would like to say that Indy Car Racing II is still my favorite Sim > (Rendition Version), you guys really outdid yourself with this one in my > opinion. Was curious if you guys are going to follow up with multiplayer > add-on / more rendition tracks or if you'll be starting work on ICR3 ;) > I think some of this has been rehashed several times, but I think a lot of > us fans sincerely want to be filled in on what we can expect from you guys > in the long term and short term... > Thanks ! > ------ > August Branchesi > Systems Programmer / Apex Marketing Group > http://members.visi.net/~muja> Was hoping Jim or some of the other papyrus staff might let us in on some
> of the future projects you guys have in store. After all is wrapped up
> with Nascar II, what's next on the Papyrus agenda.
I can say a few things about this, but in general, I'm not in a position
to say anything and not get my backside chewed on for it...
Now that we've been purchased by Sierra, this is one of your wishes that
will come true. Papyrus had a history of keeping things tightly under
wraps until we were just about ready to roll out a product. Sierra has a
history of long pre-announcements. So, if you want a heads-up on what's
going on, Sierra's going to do you well...
Sierra publishes a magazine, Interaction, (approx quarterly?) that
provides you with information on current products, new releases, and
future products. (Now, it's a captive magazine, so there are tons of ads
and order forms and whatnot, but it's also a free mazagine, so you've
just gotta put up with that...) I think you get subscribed
auto-magically by buying and registering Sierra games (ie N2).
As another poster said, Sierra has announced that we're working on a
historical F1 simulator. I've pretty much said that we're working on
NASCAR 3, when I asked for feature wish-lists to be sent to
public, so I can't comment on any other projects going forward.
What we have in the pipeline, with the people we have working for us,
the budgets that we've been alotted, should make this next batch of
Papyrus products the best ever. I'm not trying to sound like a company
rah-rah droid, that's honestly what I think...
---Jim Sokoloff, Papyrus
> One wish I would like to ask for, that would make Papyrus sims just a
> bit more realistic, would be to allow the brakes to lockup as they do
> in GP2. I really enjoy Papyrus sims, but I think that the way the brakes
> work now is one of the last things in the game that still feel a bit
> unrealistic and if that could be fixed it would really improve the
> suspension of disbelief in the sims for me.
In due time my friend. All I ask is that you print out the above
paragraph, so that when we do make it more realistic, you realize that
that's what you asked for.
Driving a racing car at speed IS difficult, no doubt...
---Jim Sokoloff, Papyrus
Jim,
I am very much looking forward to the 60's Grand Prix sim, and I think
that many of us out here will really love to replay some of the
racing battles that we grew up on and which actually made us
the car racing fans we are today.
One wish I would like to ask for, that would make Papyrus sims just a
bit more realistic, would be to allow the brakes to lockup as they do
in GP2. I really enjoy Papyrus sims, but I think that the way the brakes
work now is one of the last things in the game that still feel a bit
unrealistic and if that could be fixed it would really improve the
suspension of disbelief in the sims for me.
Some of us actually race Watkins Glen and Sears Point a great
part of the time, and on those tracks the mushy ABS brakes seem jump out
at you.
Anyhow, great job on Nascar 2. I really like the improve driving model despite
my pickiness about the brakes <G>, and the opponent AI feels a lot more
realistic too. Can't wait to race A.J. Foyt, Jackie Stewart and Mario in
your next sim.
Cheers.
--John
--
Note: my real e-mail address is below. Delete the asterisks.
------------------------------+--------------------------
Seattle, Washington USA. | http://www.cool.com/~jsilva
Hmm, I'd like to see a Truck Racing or BGN sim.
If not they could make an adon prog, with all the BGN and or Truck
Tracks and an update to the cars to choose between the Nascar cars and
the Supertruck trucks, w/an updated paintkit.
THAT would be my replacement for Daytona, but don't get me wrong, they
can still make Daytona :)
--Keith
How about a World of Outlaw Sim. I believe TNN will be televising about 8
races for the 1997 season? Seems this type of close open wheel racing is
finally getting some attention by the networks.
Quoted text (10 lines)
> Hmm, I'd like to see a Truck Racing or BGN sim. > If not they could make an adon prog, with all the BGN and or Truck > Tracks and an update to the cars to choose between the Nascar cars and > the Supertruck trucks, w/an updated paintkit. > THAT would be my replacement for Daytona, but don't get me wrong, they > can still make Daytona :) > --Keith>How about a World of Outlaw Sim. I believe TNN will be televising about 8
>races for the 1997 season? Seems this type of close open wheel racing is
>finally getting some attention by the networks.
I augree! that would be fun sliding your car into the corners. It
would be really cool if effects like dirt building up on the visor
were included as well. You'd have to have flips though!
John
-- Winners never quit, quiters never win
Yes, I second a Sprint Car Sim!! A Sprint car is the most exciting
race car to drive in reality so I can only assume the sim would be great.
BTW,
The WOO season kicks off in Phoenix Arizona in Jan at Manzantia Speedway.
This is televised on TNN on a Friday night live. This is a 'home track' for
us so
we may have a shot at a top 10.
Regards,
---Wayne
Quoted text (20 lines)
> How about a World of Outlaw Sim. I believe TNN will be televising about 8 > races for the 1997 season? Seems this type of close open wheel racing is > finally getting some attention by the networks. > > Hmm, I'd like to see a Truck Racing or BGN sim. > > If not they could make an adon prog, with all the BGN and or Truck > > Tracks and an update to the cars to choose between the Nascar cars and > > the Supertruck trucks, w/an updated paintkit. > > THAT would be my replacement for Daytona, but don't get me wrong, they > > can still make Daytona :) > > --Keithwrites:
Not only that, but they've also got another card up their sleeve... ;)
Best Regards,
Marc 'L8BRKR' Nelson
Sim Racing News - USA
Quoted text (11 lines)
> writes: > >Actually they are supposedly working a 1960s grand prix sim according to > >some articles in a few magazines. > Not only that, but they've also got another card up their sleeve... ;) > Best Regards, > Marc 'L8BRKR' Nelson > Sim Racing News - USAQuoted text (12 lines)
>> One wish I would like to ask for, that would make Papyrus sims just a >> bit more realistic, would be to allow the brakes to lockup as they do >> in GP2. I really enjoy Papyrus sims, but I think that the way the brakes >> work now is one of the last things in the game that still feel a bit >> unrealistic and if that could be fixed it would really improve the >> suspension of disbelief in the sims for me. >In due time my friend. All I ask is that you print out the above >paragraph, so that when we do make it more realistic, you realize that >that's what you asked for. >Driving a racing car at speed IS difficult, no doubt...Hell I thought that's what N-2 was!!, at least it has the BUGS of a 60's
program.
SG
On Fri, 20 Dec 1996 12:29:55 -0800, Jeff Hedges
>Oh boy, a 1960's racing sim......Surely they've got more imagination at
>Papyrus then that. There are soooo many different racing venues to
>simulate.
Hey, don't knock it, I think its a great idea!
Of course, it would be even better if we could have F1 + Can-Am +
Trans-Am + F5000, etc. of the 1960s. Maybe Papyrus' new driving model
(being developed for the '60s F1 sim) and this sim can lead to this...
Still hoping for ICR3, though...
Pick one or more: Model Rockets (competition-NERCB) / PCs (even Atari!) /
Papyrus ICR-ICR2-NCR / Who needs a life when you have multiple non-lives?
} I've pretty much said that we're working on
}NASCAR 3, when I asked for feature wish-lists to be sent to
How about letting us program in our own spotter/crew chief voices.
That way we can shorten down the "car low" ot "all clear" to something
really short. Too many times in N2 I get the all clear and then run into a
car that is beside me. I can only attribute this to the length of the
message being too long and not enought time for the spotter to tell me a
car is there.
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
} I've pretty much said that we're working on
}NASCAR 3, when I asked for feature wish-lists to be sent to
}public, so I can't comment on any other projects going forward.
I think a fun option in NASCAR 3 would be to choose car or truck.
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
}I've pretty much said that we're working on
}NASCAR 3, when I asked for feature wish-lists to be sent to
How about letting us use an arcade mode where setup wouldn't matter. We'd
get the drag, traction, and power settings the AI cars use. This would be
nice to use to show off the game to friends as well as use as a "breather
from reality".
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
Quoted text (11 lines)
> I've pretty much said that we're working on > NASCAR 3, when I asked for feature wish-lists to be sent to > public, so I can't comment on any other projects going forward. > What we have in the pipeline, with the people we have working for us, > the budgets that we've been alotted, should make this next batch of > Papyrus products the best ever. I'm not trying to sound like a company > rah-rah droid, that's honestly what I think... > ---Jim Sokoloff, PapyrusIt must be real fun being a popular game developer. It was obvious
this would happen. First they get the mob screaming for the game to come
out, then the mob screaming they should have waited.
N2 isn't perfect, but it's pretty neat.
bob
I agree, I think the game is pretty cool too. Is there a list of known
bugs? I was at http://www.sierra.com/papyrus and then clicked on support
but was unable to find a bug list. Can someone please reply with their bug
list.
Curtis J. Matz
Quoted text (18 lines)
> I agree, I think the game is pretty cool too. Is there a list of known > bugs? I was at http://www.sierra.com/papyrus and then clicked on support > but was unable to find a bug list. Can someone please reply with their bug > list. > Curtis J. Matz > > It must be real fun being a popular game developer. It was obvious > > this would happen. First they get the mob screaming for the game to come > > out, then the mob screaming they should have waited. > > N2 isn't perfect, but it's pretty neat. > > bobRick, nice to see another new user on RAS! Either that our you are just too
blind or stupid to read previous posts! Jim Sokoloff, is developing Nascar 3 as per
his posts! He was involved in Nascar Racing for the Play Station, no where have I
seen him post that he is actively involved in Nascar 2! There are many coders that
are still working on fixes to Nascar2 perhaps your un-educated answers will improve
in the future! Some of us appreciate the fact that he is involving this news group
in things we would like to see in the future so that we don't end up with the ***ing
and complaining. In case you don't realise these products take a couple of years to
develope and when we do get a chance to have some say, then we get to listen to you
instead ranting at the wrong person! Yes, there are bugs and there are problems with
Nas2 but perhaps complaining to the right person might be more useful!
Regards
Quoted text (10 lines)
> > I've pretty much said that we're working on > Why don't you finish Nascar 2 before you start worrying about Nascar 3? > If you think N2 is finished - guess again. What we got for our money is > very close to a crippled demo. No game save capability, features > explained in the manual that aren't there, and it's full of bugs! > You've made a great start; you've got our Christmas dollars; now finish > it! > RickQuoted text (13 lines)
> Rick, nice to see another new user on RAS! Either that our you are just too > blind or stupid to read previous posts! Jim Sokoloff, is developing Nascar 3 as per > his posts! He was involved in Nascar Racing for the Play Station, no where have I > seen him post that he is actively involved in Nascar 2! There are many coders that > are still working on fixes to Nascar2 perhaps your un-educated answers will improve > in the future! Some of us appreciate the fact that he is involving this news group > in things we would like to see in the future so that we don't end up with the ***ing > and complaining. In case you don't realise these products take a couple of years to > develope and when we do get a chance to have some say, then we get to listen to you > instead ranting at the wrong person! Yes, there are bugs and there are problems with > Nas2 but perhaps complaining to the right person might be more useful! > RegardsOn Wed, 25 Dec 1996 02:34:20 +0000, Rick Fisk
>> [flaming Rick deleted]
>My post was addressed to Jim, but
>directed at Sierra/Papyrus as well. If you know the name of the "right
>person" to complain to, please post it here on RAS.
The "right person" to address constructive comments to regarding
NASCAR 2 is Adam Levesque. As the credits indicate, he was the
producer of the product. For Sierra direct order comments, you'll have
to contact the Sierra offices out West, as all of that business is
handled at the corp level, and not at Papyrus. Adam can't help you
with that anymore than I can.
I'm not currently working on NASCAR 2 (I was one of many
"pinch-hitters" during the late stages of development, and am now on
another project.) My goal is to make that other project the best that
it can be when it comes out. If asked by Papyrus management, I'll go
work on something in NASCAR 2 again for the patch(es). The feedback I
was asking for was what to include in future racing sims, as I have
some direct impact on that. The response you gave related solely to
NASCAR 2, and Pete reacted to that.
I know NASCAR 2 isn't perfect, but I'm proud of the work the rest of
the team did on the product (I'm not claiming much credit for anything
in the game, but I'll accept my full share of blame for rough edges.)
We are working on some important fixes, and they will be released as
soon as they are done, and we've had a chance to test them. I can't
comment on what is and isn't getting fixed in the first round of
patches or when they'll be available, but I can assure you that the
patch for NASCAR 2 is not getting the same treatment as ICR 2 got.
---Jim Sokoloff, Papyrus
<snip>
: I know NASCAR 2 isn't perfect, but I'm proud of the work the rest of
: the team did on the product (I'm not claiming much credit for anything
: in the game, but I'll accept my full share of blame for rough edges.)
: We are working on some important fixes, and they will be released as
: soon as they are done, and we've had a chance to test them. I can't
: comment on what is and isn't getting fixed in the first round of
: patches or when they'll be available, but I can assure you that the
: patch for NASCAR 2 is not getting the same treatment as ICR 2 got.
And rightly so. You all should be proud! I am thoroughly enjoying
NASCAR2, (flaws 'n all). There have been some major strides over
NASCAR1. Some of which were borrowed from ICR2 and some which improve
over it. I'm afraid that some of these improvements are too subtle for
the majority of the users to recognize. I am very impressed in the
improvement of the "car-handling". I can almost feel the car settling
in to a turn. Watkins Glen is a great example of this. The car doesn't
just "slide" into the next turn. I can sense the weight shifting and
the tires/shocks just beginning to take hold. Great job!
The AI has been greatly enhanced in their ability to do "close" racing.
They still aren't perfect, but hey they are robots not humans. Last
night I did a 33% race against 100% AI at the Glen. For laps Ricky Rudd
and I were in a heated battle. I kept following close on his tail, just
waiting for the perfect time to make a move. I would slip underneath
him coming through Turn 11 (AI have trouble taking this corner right).
We would drag-race down past the start/finish line. I would head for
the inside of Turn 1 and Ricky would take the outside, door by door. He
would pass, I would follow for a couple more laps. I get under him going
into Turn 10 and cook right up to turn 1. I end up going in too hot and
Ricky would slide right under me. A couple more laps of my dogging his
bumper and I brave a pass going into the inner loop. I'm a little loose
going through, but Ricky lays back so as not to get into me. Comes up on
the outside while we go through Turn 9. But here the AI programming slips
and instead of keeping his outside line he decides to pin me to the
right-hand guard rail. Sure, I'm pissed. But, hey, I haven't experienced
this kinda racing against a computer before. I'll just be more careful
next time (and hope that you guys work on cleaning up some of these rough
AI edges).
I love the curbs in the Glen. Sure would be nice to have them in IndyCar
Racing 3 (hint, hint). Yeh, I know you are working on NASCAR3. Just
pass the word along.
Thanks for a great job and look forward to timely fixes to NASCAR2.
Also thanks again for braving the unruly world of usenet and keeping us
posted!
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (53 lines)
> <snip> > : I know NASCAR 2 isn't perfect, but I'm proud of the work the rest of > : the team did on the product (I'm not claiming much credit for anything > : in the game, but I'll accept my full share of blame for rough edges.) > : We are working on some important fixes, and they will be released as > : soon as they are done, and we've had a chance to test them. I can't > : comment on what is and isn't getting fixed in the first round of > : patches or when they'll be available, but I can assure you that the > : patch for NASCAR 2 is not getting the same treatment as ICR 2 got. > And rightly so. You all should be proud! I am thoroughly enjoying > NASCAR2, (flaws 'n all). There have been some major strides over > NASCAR1. Some of which were borrowed from ICR2 and some which improve > over it. I'm afraid that some of these improvements are too subtle for > the majority of the users to recognize. I am very impressed in the > improvement of the "car-handling". I can almost feel the car settling > in to a turn. Watkins Glen is a great example of this. The car doesn't > just "slide" into the next turn. I can sense the weight shifting and > the tires/shocks just beginning to take hold. Great job! > The AI has been greatly enhanced in their ability to do "close" racing. > They still aren't perfect, but hey they are robots not humans. Last > night I did a 33% race against 100% AI at the Glen. For laps Ricky Rudd > and I were in a heated battle. I kept following close on his tail, just > waiting for the perfect time to make a move. I would slip underneath > him coming through Turn 11 (AI have trouble taking this corner right). > We would drag-race down past the start/finish line. I would head for > the inside of Turn 1 and Ricky would take the outside, door by door. He > would pass, I would follow for a couple more laps. I get under him going > into Turn 10 and cook right up to turn 1. I end up going in too hot and > Ricky would slide right under me. A couple more laps of my dogging his > bumper and I brave a pass going into the inner loop. I'm a little loose > going through, but Ricky lays back so as not to get into me. Comes up on > the outside while we go through Turn 9. But here the AI programming slips > and instead of keeping his outside line he decides to pin me to the > right-hand guard rail. Sure, I'm pissed. But, hey, I haven't experienced > this kinda racing against a computer before. I'll just be more careful > next time (and hope that you guys work on cleaning up some of these rough > AI edges). > I love the curbs in the Glen. Sure would be nice to have them in IndyCar > Racing 3 (hint, hint). Yeh, I know you are working on NASCAR3. Just > pass the word along. > Thanks for a great job and look forward to timely fixes to NASCAR2. > Also thanks again for braving the unruly world of usenet and keeping us > posted! > -- > **************************** Michael E. Carver ************************* > Upside out, or inside down...False alarm the only game in town. > =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=it!<<<
Tell them Rick, I'll back ya 100%. That's 90% more than than this game is.
SG
You're right, they SELL THEM.
SG
Here's a copy of an e-mail I sent to Jim Sokoloff regarding
the N3 wish list. Are my sentiments on target, or are the
N2 bunch and the GP2/ICR2 bunch of different minds when setup
options are concerned?
Greetings,
I just thought I'd throw in my two cents worth. Great job
on N2, I consider it a huge improvement in driving fun over
N1.
As far as my wish list, I'll confine it to the garage area.
The simulation would improve 100%, in my eyes, with more
freedom in changing the car settings. I would like to see
the "shocks" setting broken up into separate adjustments
for "springs" and "damping." Specifically, the low speed
compression and rebound damping settings. These settings
drastically effect the precieved driving feel of the car
and would add immensely to the overall satisfaction of
the simulation. Also, the ability to adjust the sway bar
and panhard rod would be a real benefit to the game. I
would also like to have the stagger adjustment back, though
I assume you deleted it because of the rules in the real
NASCAR series.
I know that the adjustment I've mentioned would, most likely,
make the driving model you use very complex. I feel,
however, that the setup options should be the area overhauled
in N3. The differences between N1 and N2 are teriffic, but
it seems that the garage was left out. Creating as accurate
a driving model as possible, I believe, should be one of,
if not THE highest concern for future versions on Papyrus
racing games.
I hope that you find my suggestions helpful and that they
are already included in the planning for N3. My feelings
are the same for any future versions of IndyCar Racing.
Sincerely,
Chris Cavin
| The feedback I
| was asking for was what to include in future racing sims, as I have
| some direct impact on that.
Indycar, Indycar, Indycar!!! Don't give up the Indycar line! Sierra
once claimed (and sort of proved, with their treatment of ICR2
customers starting around this time last year) that they had no
interest in continuing the Indycar line, but as we've seen, things can
change, and I hope this is one of them.
First off, please do an Indycar port to PSX (Sony Playstation). NASCAR
for playstation is a lot more fun than it was on my 486dx100, and with
NASCAR by Papy, F-1 by Psygnosis, and then ICR, all for PSX, I'd
basically never have to upgrade my computer! $150 for a playstation
instead of $2500 for a computer is not a bad alternative.
Fact is, everybody and their brother is working on F1 sims. But there
simply isn't anyone else I know of with any good Indy sims- Andretti
Racing just didn't cut it for me. Papy had the market, it seems a
little crazy to just let it slide.
| patches or when they'll be available, but I can assure you that the
| patch for NASCAR 2 is not getting the same treatment as ICR 2 got.
Hey Jim- in all the junk over the ICR2 stuff, I basically repressed
the whole mess and never went ahead and returned my CD (original ICR2
CD) for the upgraded one, as Rick Genter had promised. Is the options
still available?
> How about a World of Outlaw Sim. I believe TNN will be televising about 8
> races for the 1997 season? Seems this type of close open wheel racing is
> finally getting some attention by the networks.
I'd be waiting with my $50 for them if they decided to get this one out.
Brian Kinkaid, who counts the days until the 1997 Knoxville Nationals
bnk29 on Hawaii
I would pay $100 for this without a second thought.
Brian,
Knoxville is awesome! Be sure to check out TNN on the night
of the 30th. The Outlaws season opener from Manzanita
in Phoneix, AZ is live!
Regards,
---Wayne.
> > How about a World of Outlaw Sim. I believe TNN will be televising about 8
> > races for the 1997 season? Seems this type of close open wheel racing is
Quoted text (7 lines)
> > finally getting some attention by the networks. > I'd be waiting with my $50 for them if they decided to get this one out. > Brian Kinkaid, who counts the days until the 1997 Knoxville Nationals > bnk29 on Hawaii>Hey Jim- in all the junk over the ICR2 stuff, I basically repressed
>the whole mess and never went ahead and returned my CD (original ICR2
>CD) for the upgraded one, as Rick Genter had promised. Is the options
>still available?
I have no idea. (In fact, I had my head down through the whole ICR2
thing [working on NASCAR for PlayStation kept me busy enough...])
Have to tell you: contact Sierra Customer Support...
---Jim Sokoloff, Papyrus
: Here's a copy of an e-mail I sent to Jim Sokoloff regarding
: the N3 wish list. Are my sentiments on target, or are the
: N2 bunch and the GP2/ICR2 bunch of different minds when setup
: options are concerned?
<snipped suggestions for more garage setup options>
I agree, this is one area that can be expanded/upgraded for a future
NASCAR release. However, they need to be careful and make sure they can
create a product that can be as "complicated" and "in-depth" as the
"hardest" sim die-hard could want it and still allow it to be simple
enough for the the mechanically challenged. I do think that Crammond
did a pretty good job on this front with the 3 different levels of setup
for GP2.
In order for some of these finer adjustments to really make alot of
sense, I think Papyrus needs to add other elements to the sim. We need
variable track conditions (changing grooves during the race, weather
changes during the race), thus calling for minor/major adjustments in the
pits. It would be nice to be able to tinker with fine chassis
adjustments, but if the track conditions stay the same from 1st practice
to the final lap of the race. . . I want to be forced to have a ***
taken out or in during the race (hey, cut that out, I'm talking about
the springs here <g>). I want to be forced to try all of the tweakings
I hear about during the races. Maybe a little less tape on the front
since it's heating up? But without varying track conditions, I'm not
sure that all of these garage tweakings are really that important.
Okay, now we have more garage/pit settings to worry about. How about
adding a "chief-mechanic wizard"? The driver says the car is fine going
into the turns and fine coming out, but it pushes in the middle. The
"wizard" then recommends different things to change.
Of course, next we will want a separate engine development team, and a
opportunity to create different chassis designs. . . Heck this will be
like the real evolution of NASCAR. Pretty soon the days of Fireball
Roberts will be replaced by Penske/Hendrick/Roush/ organizations and
the little guy won't be able to "sim-race" any more.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Yes, I like the idea of having a wizard to recommend things to change. But
how about a spotter/crew cheif that points out wether your loose going into
the turns or looks like you're lacking acceleration coming out of the
turns. Or pushing in the middle, etc. I have a hard time trying to figure
out if my car is loose or tight. I know sometimes when it is overly loose
as the back end will spin around. But when it is close to being neutral,
the car just seems to jump around or squeak and then not squeak the tires.
Speaking of setup changes...I need to know what is the best amount to
change each setting to see an effect.
Shocks in increments of 1%, 5%, 10%, 25%?
Spoiler in increments of 1%, 5%, 10%?
Air Pressure in increments of 1, 2, 5, 10 psi?
Wedge in increments of 5, 10, 25, 50 lbs?
Fr-rr bais in increments of 5, 10, 25, 50 lbs?
Left-Right bias in increments of 5, 10, 25, 50 lbs?
---
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
Jim,
I would like to see an IRL update to Indycar 2. This would include all
the IRL tracks as well as the new IRL chasis, but would also include
everything in icr2 or would be backwards compatible. I want to be able
to race my CART Indycar on all the IRL tracks if I want to. I hate the
IRL, but I want their tracks.
Another option would be a game with an Indycar career mode. You can
start with a certain budget, depending on if you are going the "easy"
"medium" or "hard" level. You could start with an Indylights car, and
race their schedule, and get a shot at the CART series based on your
performance. It would have maybe a choice of offers from differnt
teams, ranging from a seat with Penske to a small limited budget team,
depending on the diffculty level you pick and your performance in Indy
lights. This would also randomly distribute the quality of cars and
engines from year to year, maybe the Penske was *** this year, but
next year the Reynard / Honda is better. Maybe I could find sponsorship
and start my own team, maybe even build my own car and enter into an
engine development program. Basically, I want money management and
career options. Similar to a combination of Indycar2 and grand Prix
manager.
Mike
Quoted text (9 lines)
> Jim, > I would like to see an IRL update to Indycar 2. This would include all > the IRL tracks as well as the new IRL chasis, but would also include > everything in icr2 or would be backwards compatible. I want to be able > to race my CART Indycar on all the IRL tracks if I want to. I hate the > IRL, but I want their tracks. > MikeQuoted text (12 lines)
>> Jim, >> I would like to see an IRL update to Indycar 2. This would include all >> the IRL tracks as well as the new IRL chasis, but would also include >> everything in icr2 or would be backwards compatible. I want to be able >> to race my CART Indycar on all the IRL tracks if I want to. I hate the >> IRL, but I want their tracks. >> Mike >No you can`t have the tracks from the IRL,your stuck with those goofy >road courses that Cart loves so well.Jim,
Thank you for the great games, bugs and all! I am really enjoying N2.
Also, thanks for supporting r.a.s..
I would really like to see dirt track racing of some sort (outlaw,
sprint, etc.) in one of your new sims. Dirt tracks have been part of
racing in The South for many years. Lots of great Winston Cup
personalities got their start on dirt.
I remember as a kid (1960's) seeing NASCAR sanctioned racing on 1/2 mile
dirt tracks around C***te, NC. I believe*** Hutcherson and Tiny
Lund were among the usual "big name" drivers to show up on dirt. This
might be a great addition to a NASCAR nostalgia series.
If you do this, remember to model the tracks going from wet, muddy, and
very slick to dusty with pot holes where it "beats out" after many laps.
Thanks again.
Tony Joy
<snip>
Quoted text (12 lines)
>rear grear in increments as in 4.10 4.11 3.56. 359. > Shocks in increments of 1%, 5%, 10%, 25%? > Spoiler in increments of 1%, 5%, 10%? > Air Pressure in increments of 1, 2, 5, 10 psi? > Wedge in increments of 5, 10, 25, 50 lbs? > Fr-rr bais in increments of 5, 10, 25, 50 lbs? > Left-Right bias in increments of 5, 10, 25, 50 lbs? > --- > () http://www.pacifier.com/~dtuso () Dominic Tuso > () http://www.nicad.com/ () For you NiCd needs > () http://www.teleport.com/~cramark () R/C car racing club > () http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing clubGoofy!? That was Pluto's pal was it not?
I'd rather have a few laps of take one road course over 10 ovals any day
of the week and twice on Sundays. The only really fun ovals are Phoenix,
Nazareth and Pocono.
Cheers!
John
_________________________________
__ _____| |_____ __
________| |__| :| John Wallace | |__| |________
\ :| |::| :| Team WW Racing TSW | |::| | /
> :| |::| :|_________________________________| |::| | < / :|__|::|____/ * Sim Racing News * \____|::|__| \
/______:/ \::/ http://sneezy.dcn.ed.ac.uk/simnews/index.htm \::/ \._____\
http://www.math.ohio-state.edu/~harmon/simnews
Here's a copy of an e-mail I sent to Jim Sokoloff regarding
the N3 wish list. Are my sentiments on target, or are the
N2 bunch and the GP2/ICR2 bunch of different minds when setup
options are concerned?
Greetings,
I just thought I'd throw in my two cents worth. Great job
on N2, I consider it a huge improvement in driving fun over
N1.
As far as my wish list, I'll confine it to the garage area.
The simulation would improve 100%, in my eyes, with more
freedom in changing the car settings. I would like to see
the "shocks" setting broken up into separate adjustments
for "springs" and "damping." Specifically, the low speed
compression and rebound damping settings. These settings
drastically effect the precieved driving feel of the car
and would add immensely to the overall satisfaction of
the simulation. Also, the ability to adjust the sway bar
and panhard rod would be a real benefit to the game. I
would also like to have the stagger adjustment back, though
I assume you deleted it because of the rules in the real
NASCAR series.
I know that the adjustment I've mentioned would, most likely,
make the driving model you use very complex. I feel,
however, that the setup options should be the area overhauled
in N3. The differences between N1 and N2 are teriffic, but
it seems that the garage was left out. Creating as accurate
a driving model as possible, I believe, should be one of,
if not THE highest concern for future versions on Papyrus
racing games.
I hope that you find my suggestions helpful and that they
are already included in the planning for N3. My feelings
are the same for any future versions of IndyCar Racing.
Sincerely,
Chris Cavin
: Here's a copy of an e-mail I sent to Jim Sokoloff regarding
: the N3 wish list. Are my sentiments on target, or are the
: N2 bunch and the GP2/ICR2 bunch of different minds when setup
: options are concerned?
<snipped suggestions for more garage setup options>
I agree, this is one area that can be expanded/upgraded for a future
NASCAR release. However, they need to be careful and make sure they can
create a product that can be as "complicated" and "in-depth" as the
"hardest" sim die-hard could want it and still allow it to be simple
enough for the the mechanically challenged. I do think that Crammond
did a pretty good job on this front with the 3 different levels of setup
for GP2.
In order for some of these finer adjustments to really make alot of
sense, I think Papyrus needs to add other elements to the sim. We need
variable track conditions (changing grooves during the race, weather
changes during the race), thus calling for minor/major adjustments in the
pits. It would be nice to be able to tinker with fine chassis
adjustments, but if the track conditions stay the same from 1st practice
to the final lap of the race. . . I want to be forced to have a ***
taken out or in during the race (hey, cut that out, I'm talking about
the springs here <g>). I want to be forced to try all of the tweakings
I hear about during the races. Maybe a little less tape on the front
since it's heating up? But without varying track conditions, I'm not
sure that all of these garage tweakings are really that important.
Okay, now we have more garage/pit settings to worry about. How about
adding a "chief-mechanic wizard"? The driver says the car is fine going
into the turns and fine coming out, but it pushes in the middle. The
"wizard" then recommends different things to change.
Of course, next we will want a separate engine development team, and a
opportunity to create different chassis designs. . . Heck this will be
like the real evolution of NASCAR. Pretty soon the days of Fireball
Roberts will be replaced by Penske/Hendrick/Roush/ organizations and
the little guy won't be able to "sim-race" any more.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Yes, I like the idea of having a wizard to recommend things to change. But
how about a spotter/crew cheif that points out wether your loose going into
the turns or looks like you're lacking acceleration coming out of the
turns. Or pushing in the middle, etc. I have a hard time trying to figure
out if my car is loose or tight. I know sometimes when it is overly loose
as the back end will spin around. But when it is close to being neutral,
the car just seems to jump around or squeak and then not squeak the tires.
Speaking of setup changes...I need to know what is the best amount to
change each setting to see an effect.
Shocks in increments of 1%, 5%, 10%, 25%?
Spoiler in increments of 1%, 5%, 10%?
Air Pressure in increments of 1, 2, 5, 10 psi?
Wedge in increments of 5, 10, 25, 50 lbs?
Fr-rr bais in increments of 5, 10, 25, 50 lbs?
Left-Right bias in increments of 5, 10, 25, 50 lbs?
---
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
Jim,
I would like to see an IRL update to Indycar 2. This would include all
the IRL tracks as well as the new IRL chasis, but would also include
everything in icr2 or would be backwards compatible. I want to be able
to race my CART Indycar on all the IRL tracks if I want to. I hate the
IRL, but I want their tracks.
Another option would be a game with an Indycar career mode. You can
start with a certain budget, depending on if you are going the "easy"
"medium" or "hard" level. You could start with an Indylights car, and
race their schedule, and get a shot at the CART series based on your
performance. It would have maybe a choice of offers from differnt
teams, ranging from a seat with Penske to a small limited budget team,
depending on the diffculty level you pick and your performance in Indy
lights. This would also randomly distribute the quality of cars and
engines from year to year, maybe the Penske was *** this year, but
next year the Reynard / Honda is better. Maybe I could find sponsorship
and start my own team, maybe even build my own car and enter into an
engine development program. Basically, I want money management and
career options. Similar to a combination of Indycar2 and grand Prix
manager.
Mike
I'd also like to see more help when setting up the car for the race.
Maybe a clipboard that keeps track of your lap times in practice so you
can see each lap time, average lap time, and how your lap times fall off
with tire wear.
Mark
Hmm, how about a historic NASCAR Sim? I'd love to swap some paint
with Bobby Allison, David Pearson, Buddy Baker, and the king himself,
Richard Petty, among others.
David
*** You're only young once, but you can stay immature forever ***
Quoted text (13 lines)
> I have a hard time trying to figure out if my car is loose or tight. > I know sometimes when it is overly loose as the back end will spin around. > But when it is close to being neutral, the car just seems to jump around or > squeak and then not squeak the tires. Is there any pointer anyone can give > me as to how to tell? > --- > () http://www.pacifier.com/~dtuso () Dominic Tuso > () http://www.nicad.com/ () For you NiCd needs > () http://www.teleport.com/~cramark () R/C car racing club > () http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club>Hmm, how about a historic NASCAR Sim? I'd love to swap some paint
>with Bobby Allison, David Pearson, Buddy Baker, and the king himself,
>Richard Petty, among others.
Now heres a thought. I've had Quake for a few days now and
have seen a load of add-on's where people have invented new weapons by
altering the vectors/shapes/textures of old ones.
I know the 3DO format for the car shapes is complex (hell, I've seen
it in a 3d wireframe viewer!) but how practical would it be for papy
to have some sort of technical info available to programmers to create
their own car shapes.
Yes, I know its difficult - I had enough arguments with Rick G. over
track editing - but some of us have enough 'know-how' and commitment
to do it.
O.K, I see the point about, "Well if your making your own
tracks/cars/etc it ruins the market for us and we can produce anynew
products". well let us edit the cars and you make new tracks!
Anyhow, lets not get in a fight over it!
Cheers
Jed
The Pits - http://www.thepits.demon.co.uk
I have a hard time trying to figure out if my car is loose or tight.
I know sometimes when it is overly loose as the back end will spin around.
But when it is close to being neutral, the car just seems to jump around or
squeak and then not squeak the tires. Is there any pointer anyone can give
me as to how to tell?
---
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
}>
}> I have a hard time trying to figure out if my car is loose or tight.
}>
}> I know sometimes when it is overly loose as the back end will spin
around.
}>
}> But when it is close to being neutral, the car just seems to jump around
or
}> squeak and then not squeak the tires. Is there any pointer anyone can
give
}> me as to how to tell?
}>
}> ---
}> () http://www.pacifier.com/~dtuso () Dominic Tuso
}> () http://www.nicad.com/ () For you NiCd needs
}> () http://www.teleport.com/~cramark () R/C car racing club
}> () http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
}
}I'm not trying to be mean or sarcastic, but your post brought to mind
}the quote (as I remember it)
[snippo]
That's OK, I didn't take it as mean or sarcastic. I think what you said
may help, but only for when the car is exiting the corners. I have a wuick
setup guide that talks about what to do when you're loose or tight going
into the corners, all around the corner, etc.
I have Jan Kohl's Quickfix Setup Guide which says to raise front tire
the slowman" which advises to lower front air pressure when pushing?
Anyone have any ideas as to which is the correct way to change air pressure
to get more traction at an end of the car?
---
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
>I have Jan Kohl's Quickfix Setup Guide which says to raise front tire
>the slowman" which advises to lower front air pressure when pushing?
>Anyone have any ideas as to which is the correct way to change air pressure
>to get more traction at an end of the car?
In general, lowering pressures (on racing slicks) will increase grip.
However, that's probably not the best way to cure a badly ailing
setup.
To cure a push (understeer): do one or more of the following:
Slow Down.
Change your line.
Decrease Cross-Weight (wedge)
Decrease front tire pressures (watch your tire temps though)
Decrease rear tire pressures (decreased pressure increases rolling
drag)
Play with the shocks (probably soften LR, LF)
Lower the rear spoiler (generally BAD)
There are others far more skilled in the art of car setup. I can't
hang with the big boys on Hawaii, so consider the above as a rough
guide at best.
---Jim Sokoloff, Papyrus
Do you reccomend doing those in that order? Or is there a more prefered
order of attack?
---
() http://www.pacifier.com/~dtuso () Dominic Tuso
() http://www.nicad.com/ () For you NiCd needs
() http://www.teleport.com/~cramark () R/C car racing club
() http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club
Quoted text (40 lines)
> }> > }> I have a hard time trying to figure out if my car is loose or tight. > }> > }> I know sometimes when it is overly loose as the back end will spin > around. > }> > }> But when it is close to being neutral, the car just seems to jump around > or > }> squeak and then not squeak the tires. Is there any pointer anyone can > give > }> me as to how to tell? > }> > }> --- > }> () http://www.pacifier.com/~dtuso () Dominic Tuso > }> () http://www.nicad.com/ () For you NiCd needs > }> () http://www.teleport.com/~cramark () R/C car racing club > }> () http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing club > } > }I'm not trying to be mean or sarcastic, but your post brought to mind > }the quote (as I remember it) > [snippo] > That's OK, I didn't take it as mean or sarcastic. I think what you said > may help, but only for when the car is exiting the corners. I have a wuick > setup guide that talks about what to do when you're loose or tight going > into the corners, all around the corner, etc. > I have Jan Kohl's Quickfix Setup Guide which says to raise front tire > the slowman" which advises to lower front air pressure when pushing? > Anyone have any ideas as to which is the correct way to change air pressure > to get more traction at an end of the car? > --- > () http://www.pacifier.com/~dtuso () Dominic Tuso > () http://www.nicad.com/ () For you NiCd needs > () http://www.teleport.com/~cramark () R/C car racing club > () http://www.teleport.com/~lzwz/rcsr.htlml () R/C car racing clubQuoted text (12 lines)
>}To cure a push (understeer): do one or more of the following: >}Slow Down. >}Change your line. >}Decrease Cross-Weight (wedge) >}Decrease front tire pressures (watch your tire temps though) >}Decrease rear tire pressures (decreased pressure increases rolling >}drag) >}Play with the shocks (probably soften LR, LF) >}Lower the rear spoiler (generally BAD) >Do you reccomend doing those in that order? Or is there a more prefered >order of attack?On Sun, 29 Dec 1996 14:40:25 +0000, John Wallace
Howdy John,
That's totally off topic, but I just wanted to wish you an happy new
year to you and your family ;-))
Franck Murger
Buzz Racing / Squirrellcage
http://www.worldnet.net/~fmurger/
Off topic? Are you missing the world famous F1SA "thread drifts"?!
A great New Year to you, to Mimi and to Granny too - see you soon I
hope?!
Cheers!
John & Rika
_________________________________
__ _____| |_____ __
________| |__| :| John Wallace | |__| |________
\ :| |::| :| Team WW Racing TSW | |::| | /
> :| |::| :|_________________________________| |::| | < / :|__|::|____/ * Sim Racing News * \____|::|__| \
/______:/ \::/ http://sneezy.dcn.ed.ac.uk/simnews/index.htm \::/ \._____\
http://www.math.ohio-state.edu/~harmon/simnews
JW> >No you can`t have the tracks from the IRL,your stuck with those
JW> goofy >road courses that Cart loves so well.
JW> I'd rather have a few laps of take one road course over 10 ovals any
JW> day of the week and twice on Sundays. The only really fun ovals are
JW> Phoenix, Nazareth and Pocono.
I'm with you there John - haven't been bowled over by Nascar 2 as a
"new" product in terms of new graphics, performance etc. But I never got
the track pack before.....now I've discovered Sears Point! Weeeee!!!
Reminds me of Knockhill for some reason.....
Actually - there is a change - the driving model makes the cars handle
far better it seems - no strange lurches into the armco, inconsistant
braking, etc.....another traction bug quietly repaired??? Certainly MUCH
more driveable now - if I can learn a fast line around Sears that is!
Cheers!
---
* RM 1.3 U0414 * But I thought YOU did the all backups!!
Hey Folks,
If you're serious about getting the setups just right and want to really
understand why and when to do what, then check out Dave's setup tutorial
at:
http://www.sequoia-dev.com/Hawaii/latenite.html
I've read the tutorial several times and compared it to other "setup
guides" on the net. I've experimented with it for a couple of months the
results speak for themselves. On Nascar.exe I went from 181 at Atlanta
to 185.5 mph. On N2 after only a few hours of experimenting I've gone
over 183.3 mph (N2 seems to be more demanding). Check it out and try it
for yourselves, Dave is a good man and he does good work.
Regards & Happy New Year
JBS
Quoted text (17 lines)
>Hey Folks, >If you're serious about getting the setups just right and want to really >understand why and when to do what, then check out Dave's setup tutorial >at: >http://www.sequoia-dev.com/Hawaii/latenite.html >I've read the tutorial several times and compared it to other "setup >guides" on the net. I've experimented with it for a couple of months the >results speak for themselves. On Nascar.exe I went from 181 at Atlanta >to 185.5 mph. On N2 after only a few hours of experimenting I've gone >over 183.3 mph (N2 seems to be more demanding). Check it out and try it >for yourselves, Dave is a good man and he does good work. >Regards & Happy New Year >JBS>>I have Jan Kohl's Quickfix Setup Guide which says to raise front tire
>>the slowman" which advises to lower front air pressure when pushing?
>>Anyone have any ideas as to which is the correct way to change air pressure
>>to get more traction at an end of the car?
It depends on whether you are pushing on the entrance or exit. If you're
pushing on the entrance, you generally want to decrease the RF pressure. If
you're pushing on the exit, increase LR tire pressure. For more detail on
setups try:
[link lost in import]
Dave (davids) Sparks
Late Night League
http://www.sequoia-dev.com/Hawaii/latenite.html
>Actually - there is a change - the driving model makes the cars handle
>far better it seems - no strange lurches into the armco, inconsistant
>braking, etc.....another traction bug quietly repaired??? Certainly MUCH
>more driveable now - if I can learn a fast line around Sears that is!
Hiya Toby,
Just a bit nicer isn't it?! I actually got all the way round SP
without any major trouble first time. I was shocked as I could never
do that in NCR1. In fact it seems easier all round as I quickly
started racing the AI competitively at 98% on the first few races of
the season in my first day of play.
Stuart
--
Stuart Booth
Somewhere in Oxfordshire, England, UK
: >Hey Jim- in all the junk over the ICR2 stuff, I basically repressed
: >the whole mess and never went ahead and returned my CD (original ICR2
: >CD) for the upgraded one, as Rick Genter had promised. Is the options
: >still available?
:
: I have no idea. (In fact, I had my head down through the whole ICR2
: thing [working on NASCAR for PlayStation kept me busy enough...])
:
: Have to tell you: contact Sierra Customer Support...
:
: ---Jim Sokoloff, Papyrus
If you want to try out the Win95 version of ICR2 before you send
in your CD (if that's possible), you can download an upgrade file
from Sierra's FTP site. The file upgrades your DOS installation
of ICR2 to the full Win95 version. The path is:
ftp://ftp.sierra.com/pub/sierra/patches/sports-sim/icr2win.exe
The file is about 4.5 megs.
--
NOTE: the email address in the headers above is purposely
incorrect, to prevent spam email. To email me, delete the
'9' from the beginning of the address.


































