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Nascar 2003 New Video online

83 posts by 31 people · 07 Jan 2003 03:44 UTC - 12 Jan 2003 17:34 UTC

Papyrus releases NR2003 preview video

A new NASCAR Racing 2003 video on Papyrus's site showed sun flare, animated pit crews, jumbotrons and dynamic shadows. David G Fisher scoffed that such features had been done elsewhere, while Schooner defended incremental updates. John Pancoast listed what he really wanted: better drafting, damage, collisions and multiple racing lines, and bandwidth's role in damage and flips was argued.

release/newsphysics/realism debaterumour/speculationNASCAR Racing 2003 Season

Automated summary.

Jeff Leonard 07 Jan 2003 03:44 UTC#83206
Hey Everyone! I stopped by Papy.com and they have a new video with in game shots...looks pretty nice! Check it out!
"Jeff Leonard" <[email hidden]> wrote in message news:[email hidden]... > Hey Everyone! > > I stopped by Papy.com and they have a new video with in game shots...looks > pretty nice! > > Check it out! Other then the the multiple animated pit crews I don't see much difference then the 2002 version. The outward appearance of the way the car moves don't reveal much change in the physics. I hope I'm wrong. I was viewing the high res version.
"Jon T" <[email hidden]> wrote in message news:wrsS9.6445$[email hidden]... > > "Jeff Leonard" <[email hidden]> wrote in message > news:[email hidden]... > > Hey Everyone! > > > > I stopped by Papy.com and they have a new video with in gameshots...looks > > pretty nice! > > > > Check it out! > > > Other then the the multiple animated pit crews I don't see much differencethen the 2002 version. > The outward appearance of the way the car moves don't reveal much changein the physics. > I hope I'm wrong. I was viewing the high res version. > > I noticed: 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face effect was quite nice, I thought...) 2) Animated JumboTron Screens in the Infiield 3) Backlit Tach at night 4) Better looking infield-side lights at night 5) Pit signs waving over every stall while pitting (that's gonna be interesting...) with a "war wagon" at each stall (didn't notice any animated crew members...) 6) You only see about 3/4 of the rear view mirror in the cockpit view But, your main point holds true. The cars still don't look like they are "carving" their way around the track. They still have a "shape riding on top of a texture" look to them. JCB I too, was viewing the hi-rez version...
"Jon T" <[email hidden]> wrote in message news:<wrsS9.6445$[email hidden]>... > Other then the the multiple animated pit crews I don't see much difference then the 2002 version. > The outward appearance of the way the car moves don't reveal much change in the physics. > I hope I'm wrong. I was viewing the high res version. I'm at work so can't view this yet, but one thing, IMO, that was *not* wrong with N2K2 was the way the cars looked on the track. Any physics changes required were pretty subtle AFAIK and I would have thought watching a replay would give no indication of how this aspect has changed at all. Picky little replay faults from N2K2 that could do with fixing to make for an even more convincing viewing experience would be shadows of cars being cast onto walls rather than through walls and onto the ground behind (most noticable at Sears and Pocono, if momory serves) and shadows from trackside objects - bridges, fencing, etc - being cast onto cars. Does anyone know if the sun is gonna set on the 600? Regards, Mark
"Jay Beckman" <[email hidden]> wrote in message news:fgtS9.96489$[email hidden]...
Quoted text (16 lines)> > "Jon T" <[email hidden]> wrote in message > news:wrsS9.6445$[email hidden]... > > > > "Jeff Leonard" <[email hidden]> wrote in message > > news:[email hidden]... > > > Hey Everyone! > > > > > > I stopped by Papy.com and they have a new video with in game > shots...looks > > > pretty nice! > > > > > > Check it out! > > > > > > Other then the the multiple animated pit crews I don't see much
difference
Quoted text (11 lines)> then the 2002 version. > > The outward appearance of the way the car moves don't reveal much change > in the physics. > > I hope I'm wrong. I was viewing the high res version. > > > > > > I noticed: > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face effect > was quite nice, I thought...)
Done years ago in other sims. > 2) Animated JumboTron Screens in the Infiield Done years ago in other sims. Dirt build up on windshield and <gasp> more than one car shape were done years ago in other sims. Can't wait for this one. Groundbreaking stuff. David G Fisher > 3) Backlit Tach at night > 4) Better looking infield-side lights at night > 5) Pit signs waving over every stall while pitting (that's gonna be > interesting...) with a "war wagon" at each stall (didn't notice anyanimated
Quoted text (12 lines)> crew members...) > 6) You only see about 3/4 of the rear view mirror in the cockpit view > > But, your main point holds true. The cars still don't look like they are > "carving" their way around the track. They still have a "shape riding on > top of a texture" look to them. > > JCB > > I too, was viewing the hi-rez version... > >
It is a minor upgrade to 2002. Don't expect mind numbing changes. I would sooner see a few small changes then a total redo that ruins it. I give papy credit for doing these small updates. It always too easy in software to try and shoot for the moon and fall short. These are many of the same comments we had when NR2002 was getting set to come out, it was only an update and no one would buy it. In the end it turned out to be a great update. not 100% perfect but a step forward. "David G Fisher" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (22 lines)> > "Jay Beckman" <[email hidden]> wrote in message > news:fgtS9.96489$[email hidden]... > > > > "Jon T" <[email hidden]> wrote in message > > news:wrsS9.6445$[email hidden]... > > > > > > "Jeff Leonard" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > Hey Everyone! > > > > > > > > I stopped by Papy.com and they have a new video with in game > > shots...looks > > > > pretty nice! > > > > > > > > Check it out! > > > > > > > > > Other then the the multiple animated pit crews I don't see much > difference > > then the 2002 version. > > > The outward appearance of the way the car moves don't reveal much
change
Quoted text (8 lines)> > in the physics. > > > I hope I'm wrong. I was viewing the high res version. > > > > > > > > > > I noticed: > > > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face
effect
Quoted text (26 lines)> > was quite nice, I thought...) > > Done years ago in other sims. > > > 2) Animated JumboTron Screens in the Infiield > > Done years ago in other sims. > > Dirt build up on windshield and <gasp> more than one car shape were done > years ago in other sims. > > Can't wait for this one. Groundbreaking stuff. > > David G Fisher > > > > > 3) Backlit Tach at night > > 4) Better looking infield-side lights at night > > 5) Pit signs waving over every stall while pitting (that's gonna be > > interesting...) with a "war wagon" at each stall (didn't notice any > animated > > crew members...) > > 6) You only see about 3/4 of the rear view mirror in the cockpit view > > > > But, your main point holds true. The cars still don't look like they
are > > "carving" their way around the track. They still have a "shape ridingon
Quoted text (9 lines)> > top of a texture" look to them. > > > > JCB > > > > I too, was viewing the hi-rez version... > > > > > >
In article <[email hidden]>, [email hidden] says... >> 2) Animated JumboTron Screens in the Infiield The only problem with the jumbotron being animated is that it's canned animation instead of what's actually happening on the track at the time. I hope there's an option for turning off the jumbotron animation. > Can't wait for this one. Groundbreaking stuff. I'm not expecting ground-breaking stuff, but I am expecting to at least see improvements in what we already have. The only thing they put in (visible from the movie) that I wanted was the pitboards over the wall for all cars. I want to see all-session enforcement of pit road speeds and pit entry/exit rules and a different way to handle wall-riders (flatten tires, damage sheet metal, affect aero, as well as acceptable speed reduction due to friction), and a way to remove restrictor plates and pit road speed limits. Of course, we won't know for sure what they put in until it's released. I think all of these things could be handled in a patch, but I don't see too much likelihgood that we'll see more than one or *maybe* two offical patches to the game, and they probably won't do much more than fix bugs.
In article <[email hidden]>, [email hidden] says...
Quoted text (15 lines)> "Jon T" <[email hidden]> wrote in message news:<wrsS9.6445$[email hidden]>... > > I'm at work so can't view this yet, but one thing, IMO, that was *not* > wrong with N2K2 was the way the cars looked on the track. Any physics > changes required were pretty subtle AFAIK and I would have thought > watching a replay would give no indication of how this aspect has > changed at all. Picky little replay faults from N2K2 that could do > with fixing to make for an even more convincing viewing experience > would be shadows of cars being cast onto walls rather than through > walls and onto the ground behind (most noticable at Sears and Pocono, > if momory serves) and shadows from trackside objects - bridges, > fencing, etc - being cast onto cars. > > Does anyone know if the sun is gonna set on the 600? >
I heard that the position of the sun will change during the race, and that dynamic shadows will be cast from trackside objects (and other cars on the track).
I think one of the reasons they went with smaller changes is because of the patching/support issues. IMHO Papy wants to make sure they put a good solid title for the hard core sim crowd, and not be too worried about the mass market flashy stuff. Papy has rarely disappointed us, maybe not as big of steps as we want but usually forward. "John Simmons" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (31 lines)> In article <[email hidden]>, > [email hidden] says... > > >> 2) Animated JumboTron Screens in the Infiield > > The only problem with the jumbotron being animated is that it's > canned animation instead of what's actually happening on the track at > the time. I hope there's an option for turning off the jumbotron > animation. > > > > Can't wait for this one. Groundbreaking stuff. > > > I'm not expecting ground-breaking stuff, but I am expecting to at > least see improvements in what we already have. The only thing they > put in (visible from the movie) that I wanted was the pitboards over > the wall for all cars. > > I want to see all-session enforcement of pit road speeds and pit > entry/exit rules and a different way to handle wall-riders (flatten > tires, damage sheet metal, affect aero, as well as acceptable speed > reduction due to friction), and a way to remove restrictor plates and > pit road speed limits. > > Of course, we won't know for sure what they put in until it's > released. I think all of these things could be handled in a patch, > but I don't see too much likelihgood that we'll see more than one or > *maybe* two offical patches to the game, and they probably won't do > much more than fix bugs. >
With it's poor drafting model, worse damage model than N1, loss of server boss functions, STILL lack of two raceable lines on most tracks, etc. I'd have to say N2k wasn't a step forward. Still a fun sim, but........... As far as N2003, if the above isn't addressed a LOT, it might not be a step forward either, except in eye candy(big deal). John "Schooner" <[email hidden]> wrote in message news:uEzS9.237519$[email hidden]... > It is a minor upgrade to 2002. Don't expect mind numbing changes. Iwould > sooner see a few small changes then a total redo that ruins it. I givepapy > credit for doing these small updates. It always too easy in software totry
Quoted text (79 lines)> and shoot for the moon and fall short. > These are many of the same comments we had when NR2002 was getting set to > come out, it was only an update and no one would buy it. In the end it > turned out to be a great update. not 100% perfect but a step forward. > > "David G Fisher" <[email hidden]> wrote in message > news:[email hidden]... > > > > "Jay Beckman" <[email hidden]> wrote in message > > news:fgtS9.96489$[email hidden]... > > > > > > "Jon T" <[email hidden]> wrote in message > > > news:wrsS9.6445$[email hidden]... > > > > > > > > "Jeff Leonard" <[email hidden]> wrote in message > > > > news:[email hidden]... > > > > > Hey Everyone! > > > > > > > > > > I stopped by Papy.com and they have a new video with in game > > > shots...looks > > > > > pretty nice! > > > > > > > > > > Check it out! > > > > > > > > > > > > Other then the the multiple animated pit crews I don't see much > > difference > > > then the 2002 version. > > > > The outward appearance of the way the car moves don't reveal much > change > > > in the physics. > > > > I hope I'm wrong. I was viewing the high res version. > > > > > > > > > > > > > > I noticed: > > > > > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face > effect > > > was quite nice, I thought...) > > > > Done years ago in other sims. > > > > > 2) Animated JumboTron Screens in the Infiield > > > > Done years ago in other sims. > > > > Dirt build up on windshield and <gasp> more than one car shape were done > > years ago in other sims. > > > > Can't wait for this one. Groundbreaking stuff. > > > > David G Fisher > > > > > > > > > 3) Backlit Tach at night > > > 4) Better looking infield-side lights at night > > > 5) Pit signs waving over every stall while pitting (that's gonna be > > > interesting...) with a "war wagon" at each stall (didn't notice any > > animated > > > crew members...) > > > 6) You only see about 3/4 of the rear view mirror in the cockpit view > > > > > > But, your main point holds true. The cars still don't look like they > are > > > "carving" their way around the track. They still have a "shape riding > on > > > top of a texture" look to them. > > > > > > JCB > > > > > > I too, was viewing the hi-rez version... > > > > > > > > > > > >
: I heard that the position of the sun will change during the race, and : that dynamic shadows will be cast from trackside objects (and other : cars on the track). All very nice - but will they have weather that can change? I've not seen the weather stay at 70 degrees for 3 hours before Doug
Overall it may not be perfect but it's the best we have along with GPL. As lacking as it is, it could be much worse, just ask EA. "John Pancoast" <[email hidden]> wrote in message news:[email hidden]... > With it's poor drafting model, worse damage model than N1, loss ofserver
Quoted text (19 lines)> boss functions, STILL lack of two raceable lines on most tracks, etc. I'd > have to say N2k wasn't a step forward. Still a fun sim, but........... > > As far as N2003, if the above isn't addressed a LOT, it might not be a > step forward either, except in eye candy(big deal). > > John > > > "Schooner" <[email hidden]> wrote in message > news:uEzS9.237519$[email hidden]... > > It is a minor upgrade to 2002. Don't expect mind numbing changes. I > would > > sooner see a few small changes then a total redo that ruins it. I give > papy > > credit for doing these small updates. It always too easy in software to > try > > and shoot for the moon and fall short. > > These are many of the same comments we had when NR2002 was getting set
to
Quoted text (46 lines)> > come out, it was only an update and no one would buy it. In the end it > > turned out to be a great update. not 100% perfect but a step forward. > > > > "David G Fisher" <[email hidden]> wrote in message > > news:[email hidden]... > > > > > > "Jay Beckman" <[email hidden]> wrote in message > > > news:fgtS9.96489$[email hidden]... > > > > > > > > "Jon T" <[email hidden]> wrote in message > > > > news:wrsS9.6445$[email hidden]... > > > > > > > > > > "Jeff Leonard" <[email hidden]> wrote in message > > > > > news:[email hidden]... > > > > > > Hey Everyone! > > > > > > > > > > > > I stopped by Papy.com and they have a new video with in game > > > > shots...looks > > > > > > pretty nice! > > > > > > > > > > > > Check it out! > > > > > > > > > > > > > > > Other then the the multiple animated pit crews I don't see much > > > difference > > > > then the 2002 version. > > > > > The outward appearance of the way the car moves don't reveal much > > change > > > > in the physics. > > > > > I hope I'm wrong. I was viewing the high res version. > > > > > > > > > > > > > > > > > > I noticed: > > > > > > > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face > > effect > > > > was quite nice, I thought...) > > > > > > Done years ago in other sims. > > > > > > > 2) Animated JumboTron Screens in the Infiield > > > > > > Done years ago in other sims. > > > > > > Dirt build up on windshield and <gasp> more than one car shape were
done
Quoted text (15 lines)> > > years ago in other sims. > > > > > > Can't wait for this one. Groundbreaking stuff. > > > > > > David G Fisher > > > > > > > > > > > > > 3) Backlit Tach at night > > > > 4) Better looking infield-side lights at night > > > > 5) Pit signs waving over every stall while pitting (that's gonna be > > > > interesting...) with a "war wagon" at each stall (didn't notice any > > > animated > > > > crew members...) > > > > 6) You only see about 3/4 of the rear view mirror in the cockpit
view > > > > > > > > But, your main point holds true. The cars still don't look likethey > > are > > > > "carving" their way around the track. They still have a "shaperiding
Quoted text (14 lines)> > on > > > > top of a texture" look to them. > > > > > > > > JCB > > > > > > > > I too, was viewing the hi-rez version... > > > > > > > > > > > > > > > > > > > >
That's true, but that's part of the "problem"; it's the only choice we have. I'm a big believer in choices <g> Have to admit, sometimes it's amazing though, how Papy's competitors keep missing the ball. Not like it's a secret what's needed, how to do things. Though I agree with Dave; a lot of the stuff proposed for N2003 has been done years ago, even by EA. John "Schooner" <[email hidden]> wrote in message news:OWBS9.237555$[email hidden]...
Quoted text (8 lines)> Overall it may not be perfect but it's the best we have along with GPL. > As lacking as it is, it could be much worse, just ask EA. > > "John Pancoast" <[email hidden]> wrote in message > news:[email hidden]... > > With it's poor drafting model, worse damage model than N1, loss of > server > > boss functions, STILL lack of two raceable lines on most tracks, etc.
I'd
Quoted text (13 lines)> > have to say N2k wasn't a step forward. Still a fun sim, but........... > > > > As far as N2003, if the above isn't addressed a LOT, it might not be a > > step forward either, except in eye candy(big deal). > > > > John > > > > > > "Schooner" <[email hidden]> wrote in message > > news:uEzS9.237519$[email hidden]... > > > It is a minor upgrade to 2002. Don't expect mind numbing changes. I > > would > > > sooner see a few small changes then a total redo that ruins it. I
give > > papy > > > credit for doing these small updates. It always too easy in softwareto > > try > > > and shoot for the moon and fall short. > > > These are many of the same comments we had when NR2002 was getting set > to > > > come out, it was only an update and no one would buy it. In the endit
Quoted text (26 lines)> > > turned out to be a great update. not 100% perfect but a step forward. > > > > > > "David G Fisher" <[email hidden]> wrote in message > > > news:[email hidden]... > > > > > > > > "Jay Beckman" <[email hidden]> wrote in message > > > > news:fgtS9.96489$[email hidden]... > > > > > > > > > > "Jon T" <[email hidden]> wrote in message > > > > > news:wrsS9.6445$[email hidden]... > > > > > > > > > > > > "Jeff Leonard" <[email hidden]> wrote in message > > > > > > news:[email hidden]... > > > > > > > Hey Everyone! > > > > > > > > > > > > > > I stopped by Papy.com and they have a new video with in game > > > > > shots...looks > > > > > > > pretty nice! > > > > > > > > > > > > > > Check it out! > > > > > > > > > > > > > > > > > > Other then the the multiple animated pit crews I don't see much > > > > difference > > > > > then the 2002 version. > > > > > > The outward appearance of the way the car moves don't reveal
much
Quoted text (31 lines)> > > change > > > > > in the physics. > > > > > > I hope I'm wrong. I was viewing the high res version. > > > > > > > > > > > > > > > > > > > > > > I noticed: > > > > > > > > > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face > > > effect > > > > > was quite nice, I thought...) > > > > > > > > Done years ago in other sims. > > > > > > > > > 2) Animated JumboTron Screens in the Infiield > > > > > > > > Done years ago in other sims. > > > > > > > > Dirt build up on windshield and <gasp> more than one car shape were > done > > > > years ago in other sims. > > > > > > > > Can't wait for this one. Groundbreaking stuff. > > > > > > > > David G Fisher > > > > > > > > > > > > > > > > > 3) Backlit Tach at night > > > > > 4) Better looking infield-side lights at night > > > > > 5) Pit signs waving over every stall while pitting (that's gonna
be > > > > > interesting...) with a "war wagon" at each stall (didn't noticeany
Quoted text (26 lines)> > > > animated > > > > > crew members...) > > > > > 6) You only see about 3/4 of the rear view mirror in the cockpit > view > > > > > > > > > > But, your main point holds true. The cars still don't look like > they > > > are > > > > > "carving" their way around the track. They still have a "shape > riding > > > on > > > > > top of a texture" look to them. > > > > > > > > > > JCB > > > > > > > > > > I too, was viewing the hi-rez version... > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
I agree as well. AS I have said many times the sim market is just too small a niche. Publishers try to give some of what we want but need to do the splashy stuff to get enough sales. IF the market was big enough Racing Legends would be a reality not a dream but as is no one will put enough money behind such a product as the payoff is too small. "John Pancoast" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (22 lines)> That's true, but that's part of the "problem"; it's the only choice we > have. I'm a big believer in choices <g> Have to admit, sometimes it's > amazing though, how Papy's competitors keep missing the ball. Not like > it's a secret what's needed, how to do things. > Though I agree with Dave; a lot of the stuff proposed for N2003 has been > done years ago, even by EA. > > John > > > "Schooner" <[email hidden]> wrote in message > news:OWBS9.237555$[email hidden]... > > Overall it may not be perfect but it's the best we have along with GPL. > > As lacking as it is, it could be much worse, just ask EA. > > > > "John Pancoast" <[email hidden]> wrote in message > > news:[email hidden]... > > > With it's poor drafting model, worse damage model than N1, loss of > > server > > > boss functions, STILL lack of two raceable lines on most tracks, etc. > I'd > > > have to say N2k wasn't a step forward. Still a fun sim,
but........... > > > > > > As far as N2003, if the above isn't addressed a LOT, it might not bea
Quoted text (8 lines)> > > step forward either, except in eye candy(big deal). > > > > > > John > > > > > > > > > "Schooner" <[email hidden]> wrote in message > > > news:uEzS9.237519$[email hidden]... > > > > It is a minor upgrade to 2002. Don't expect mind numbing changes.
I > > > would > > > > sooner see a few small changes then a total redo that ruins it. I > give > > > papy > > > > credit for doing these small updates. It always too easy insoftware > to > > > try > > > > and shoot for the moon and fall short. > > > > These are many of the same comments we had when NR2002 was gettingset > > to > > > > come out, it was only an update and no one would buy it. In the end > it > > > > turned out to be a great update. not 100% perfect but a stepforward.
Quoted text (22 lines)> > > > > > > > "David G Fisher" <[email hidden]> wrote in message > > > > news:[email hidden]... > > > > > > > > > > "Jay Beckman" <[email hidden]> wrote in message > > > > > news:fgtS9.96489$[email hidden]... > > > > > > > > > > > > "Jon T" <[email hidden]> wrote in message > > > > > > news:wrsS9.6445$[email hidden]... > > > > > > > > > > > > > > "Jeff Leonard" <[email hidden]> wrote in message > > > > > > > news:[email hidden]... > > > > > > > > Hey Everyone! > > > > > > > > > > > > > > > > I stopped by Papy.com and they have a new video with in game > > > > > > shots...looks > > > > > > > > pretty nice! > > > > > > > > > > > > > > > > Check it out! > > > > > > > > > > > > > > > > > > > > > Other then the the multiple animated pit crews I don't see
much
Quoted text (13 lines)> > > > > difference > > > > > > then the 2002 version. > > > > > > > The outward appearance of the way the car moves don't reveal > much > > > > change > > > > > > in the physics. > > > > > > > I hope I'm wrong. I was viewing the high res version. > > > > > > > > > > > > > > > > > > > > > > > > > > I noticed: > > > > > > > > > > > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your
face
Quoted text (10 lines)> > > > effect > > > > > > was quite nice, I thought...) > > > > > > > > > > Done years ago in other sims. > > > > > > > > > > > 2) Animated JumboTron Screens in the Infiield > > > > > > > > > > Done years ago in other sims. > > > > > > > > > > Dirt build up on windshield and <gasp> more than one car shape
were
Quoted text (43 lines)> > done > > > > > years ago in other sims. > > > > > > > > > > Can't wait for this one. Groundbreaking stuff. > > > > > > > > > > David G Fisher > > > > > > > > > > > > > > > > > > > > > 3) Backlit Tach at night > > > > > > 4) Better looking infield-side lights at night > > > > > > 5) Pit signs waving over every stall while pitting (that's gonna > be > > > > > > interesting...) with a "war wagon" at each stall (didn't notice > any > > > > > animated > > > > > > crew members...) > > > > > > 6) You only see about 3/4 of the rear view mirror in the cockpit > > view > > > > > > > > > > > > But, your main point holds true. The cars still don't look like > > they > > > > are > > > > > > "carving" their way around the track. They still have a "shape > > riding > > > > on > > > > > > top of a texture" look to them. > > > > > > > > > > > > JCB > > > > > > > > > > > > I too, was viewing the hi-rez version... > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Yes, temp and wind will change and the flags will move differently depending on wind direction. -- Steve "You'll have to speak up, I'm wearing a towel" "Doug Ellison" <[email hidden]> wrote in message news:avepfe$f2flp$[email hidden]... > > > > All very nice - but will they have weather that can change? I've not seen > the weather stay at 70 degrees for 3 hours before > > Doug > >
Deja Vu anyone? To me, especially compared to the way cars move in F1 2001/2 and the way the AI cars move in GPL/NASCAR1-2002, N2003 looks far better compared. It may not be perfect, but then again it doesnt need a complete rework, like almost any other game, its sucsessor is more than often a graphical/small gameplay updates and seeing it had a MAJOR overhaul going into N4 then a major enough one in N2002 what more do you want? Luke -=87=- "Jeff Leonard" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Hey Everyone! > > I stopped by Papy.com and they have a new video with in game shots...looks > pretty nice! > > Check it out! > >
"John Pancoast" <[email hidden]> wrote in message news:[email hidden]... > With it's poor drafting model, worse damage model than N1, loss ofserver > boss functions, STILL lack of two raceable lines on most tracks, etc. I'd > have to say N2k wasn't a step forward. Still a fun sim, but........... > > As far as N2003, if the above isn't addressed a LOT, it might not be a > step forward either, except in eye candy(big deal). > Just out of curiosity.....how much programming time, and cpu time would it take to model a dynamic track surface.......this is basically what everyone is asking when they ask for two raceable lines. you have to model variable banking within the same turn, variable grip across the racing surface, and numerous other things I'm probably forgetting to mention. As far as drafting goes, NASCAR WC cars ARE a poor drafting model. All you hear week in, and week out for 36 races is "My car was REAL tight in traffic" "With this aero package we have, you just cant pass" Yet when they give us that in a "game" (or sim) we cry cause we cant lap the fields any more, let alone pass the guy in front of us. I agree 02 was far from perfect, (I actually liked driving N4 better. )but its still far and away the best simulation of a NWC series on the market. I'll be in line to buy 03 when it hits the shelves as well. Until someone comes up with something better, I'll race it, and be glad we have something better than EA's NASCAR XXXX. Just remember no matter how accurate it is, you'll never feel g forces on your office chair, so you'll never know for sure just how accurate it really is. TK
"Goy Larsen" <[email hidden]> wrote in message news:[email hidden]... > > > David G Fisher wrote: > > > > Geez Dave, guess it's not "GPL" you're allergic to, it's "Papy" :-) :-) GPL is fine, it's some of it's fans I'm allergic to. I only missed one RASCAR race, so I certainly appreciate N2002. As John and John have pointed out, it has some fairly serious weak points that I doubt are going to be addressed. Things like a weak damage model and cars flipping over when bumped at 20 mph need to be fixed. David G Fisher
Agreed - the closer they get, the less they have to do. But since Papy folks themselves have claimed it's the biggest physics model update since the jump to GPL, I'd be quite interested in getting my paws on this one even with NO other changes. SB "Luke Phillips" <(NOSPM)[email hidden]> wrote in message news:VMDS9.11586$[email hidden]... > Deja Vu anyone? To me, especially compared to the way cars move in F12001/2
Quoted text (15 lines)> and the way the AI cars move in GPL/NASCAR1-2002, N2003 looks far better > compared. It may not be perfect, but then again it doesnt need a complete > rework, like almost any other game, its sucsessor is more than often a > graphical/small gameplay updates and seeing it had a MAJOR overhaul going > into N4 then a major enough one in N2002 what more do you want? > > Luke > -=87=- > > > "Jeff Leonard" <[email hidden]> wrote in message > news:[email hidden]... > > Hey Everyone! > > > > I stopped by Papy.com and they have a new video with in game
shots...looks
Quoted text (7 lines)> > pretty nice! > > > > Check it out! > > > > > >
In article <[email hidden]>, [email hidden] says... > > Things like a weak damage model and cars flipping over when bumped at 20 mph > need to be fixed. The flipping at 20mph a problem with the physics model - the problem there is with collision detection when combined with online connection stability. Think about how hard it is to get flipped in an offline race under the same circumstances - almost impossible comes to mind.
Yes I think it relates to the online code. Although it appears to be a 20mph crash I am not sure if all the velocity data is transferred and thus it seems to assume any collision is bad. "John Simmons" <[email hidden]> wrote in message news:[email hidden]... > In article <[email hidden]>, > [email hidden] says... > > > > Things like a weak damage model and cars flipping over when bumped at 20mph
Quoted text (7 lines)> > need to be fixed. > > The flipping at 20mph a problem with the physics model - the problem > there is with collision detection when combined with online > connection stability. Think about how hard it is to get flipped in > an offline race under the same circumstances - almost impossible > comes to mind.
Well, the one and only thing I really cared about improving at Tally--those damned too-often repeating pattern tar strips--still seem to be in there :( Marc "Jeff Leonard" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Hey Everyone! > > I stopped by Papy.com and they have a new video with in game shots...looks > pretty nice! > > Check it out! > >
Just my opinion but I don't think that is the issue. If you think about it, in real life the problem with getting the outside line to work is mostly just getting the marbles off of it. AFAIK no current sim models marbles anyway, even statically. IOW the grip is the same all the way across the track. That should be ideal for allowing multiple lines. Also I don't think the banking varies across the track width IRL either. Again, all it takes IRL is to clean off the marbles and get the outside to be as grippy as the inside, and it should work. The problem with NR 2002, I don't know exactly what it is, but I think it is one or more of the following: - Physics still not quite right, particularly tire model. - People don't know how to drive the outside line (not directed at you specifically, but maybe it is more difficult than people realize. For example I noticed most real life drivers when running outside still enter and exit along the middle line). - On speedways people won't run with you on the outside line, and if you are out of the draft you are out of the race. - The outside line only works on speedways IRL so it shouldn't be expected to work on short tracks. "Tony Kelley" <[email hidden]> wrote in message news:niFS9.21627$[email hidden]... > > Just out of curiosity.....how much programming time, and cpu time wouldit > take to model a dynamic track surface.......this is basically whateveryone > is asking when they ask for two raceable lines. you have to model variable > banking within the same turn, variable grip across the racing surface, and > numerous other things I'm probably forgetting to mention.
Schooner 08 Jan 2003 00:15 UTC↳ reply to Haqsau#83099
- People don't know how to drive the outside line (not directed at you specifically, but maybe it is more difficult than people realize. For example I noticed most real life drivers when running outside still enter and exit along the middle line). - On speedways people won't run with you on the outside line, and if you are out of the draft you are out of the race. Couldn't agree more. We had this issue in our league for a while and now we run 2 wide all the time. Just takes learning how to do it and having a few cars to help in that line. "Haqsau" <[email hidden]> wrote in message news:avfpvs$f3d54$[email hidden]... > Just my opinion but I don't think that is the issue. If you think aboutit, > in real life the problem with getting the outside line to work is mostly > just getting the marbles off of it. AFAIK no current sim models marbles > anyway, even statically. IOW the grip is the same all the way across the > track. That should be ideal for allowing multiple lines. Also I don't > think the banking varies across the track width IRL either. Again, all it > takes IRL is to clean off the marbles and get the outside to be as grippyas
Quoted text (9 lines)> the inside, and it should work. The problem with NR 2002, I don't know > exactly what it is, but I think it is one or more of the following: > > - Physics still not quite right, particularly tire model. > - People don't know how to drive the outside line (not directed at you > specifically, but maybe it is more difficult than people realize. For > example I noticed most real life drivers when running outside still enter > and exit along the middle line). > - On speedways people won't run with you on the outside line, and if you
are
Quoted text (14 lines)> out of the draft you are out of the race. > - The outside line only works on speedways IRL so it shouldn't be expected > to work on short tracks. > > > > "Tony Kelley" <[email hidden]> wrote in message > news:niFS9.21627$[email hidden]... > > > > Just out of curiosity.....how much programming time, and cpu time would > it > > take to model a dynamic track surface.......this is basically what > everyone > > is asking when they ask for two raceable lines. you have to model
variable > > banking within the same turn, variable grip across the racing surface,and > > numerous other things I'm probably forgetting to mention. > >
Shoot, I see flips quite often at Martinsville in offline races. A pileup in a turn I see the car that gets flipped by a 20mph contact is usually just the player's car, the AI cars don't seem to have as many of those low speed flips if my memory serves. -Tim "John Simmons" <[email hidden]> wrote in message news:[email hidden]... > In article <[email hidden]>, > [email hidden] says... > > > > Things like a weak damage model and cars flipping over when bumped at 20mph
Quoted text (7 lines)> > need to be fixed. > > The flipping at 20mph a problem with the physics model - the problem > there is with collision detection when combined with online > connection stability. Think about how hard it is to get flipped in > an offline race under the same circumstances - almost impossible > comes to mind.
Well I seen the 28 car flip up on pit wall in a slow speed crash one year at Martinsville in Winston Cup event. Doesn't take that much to get them to flip if they hit right, but I agree the Papy model is a bit off. Just more reason not to be hitting each other. "Tim Miser" <[email hidden]> wrote in message news:[email hidden]... > Shoot, I see flips quite often at Martinsville in offline races. A pileup > in a turn I see the car that gets flipped by a 20mph contact is usuallyjust > the player's car, the AI cars don't seem to have as many of those lowspeed
Quoted text (10 lines)> flips if my memory serves. > > -Tim > > "John Simmons" <[email hidden]> wrote in message > news:[email hidden]... > > In article <[email hidden]>, > > [email hidden] says... > > > > > > Things like a weak damage model and cars flipping over when bumped at
20
Quoted text (10 lines)> mph > > > need to be fixed. > > > > The flipping at 20mph a problem with the physics model - the problem > > there is with collision detection when combined with online > > connection stability. Think about how hard it is to get flipped in > > an offline race under the same circumstances - almost impossible > > comes to mind. > >
It would have been nice to see a bit more variety of features such as spins, collisions, short tracks, road coarses, etc. Also, I sure hope they fix the AI to have only lead lap cars at the front of the pack after a restart near the end of the race. A yellow with 10 laps to go for example, all lapped cars are supposed to go to the end of the line in single file restarts. IMO, that is the most annoying oversight with the NR series. -Tim "Jeff Leonard" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> Hey Everyone! > > I stopped by Papy.com and they have a new video with in game shots...looks > pretty nice! > > Check it out! > >
"Tony Kelley" <[email hidden]> wrote in message news:<niFS9.21627$[email hidden]>...
Quoted text (32 lines)> "John Pancoast" <[email hidden]> wrote in message > news:[email hidden]... > > With it's poor drafting model, worse damage model than N1, loss of > server > > boss functions, STILL lack of two raceable lines on most tracks, etc. I'd > > have to say N2k wasn't a step forward. Still a fun sim, but........... > > > > As far as N2003, if the above isn't addressed a LOT, it might not be a > > step forward either, except in eye candy(big deal). > > > > > Just out of curiosity.....how much programming time, and cpu time would it > take to model a dynamic track surface.......this is basically what everyone > is asking when they ask for two raceable lines. you have to model variable > banking within the same turn, variable grip across the racing surface, and > numerous other things I'm probably forgetting to mention. As far as drafting > goes, NASCAR WC cars ARE a poor drafting model. All you hear week in, and > week out for 36 races is "My car was REAL tight in traffic" "With this aero > package we have, you just cant pass" Yet when they give us that in a "game" > (or sim) we cry cause we cant lap the fields any more, let alone pass the > guy in front of us. I agree 02 was far from perfect, (I actually liked > driving N4 better. )but its still far and away the best simulation of a NWC > series on the market. I'll be in line to buy 03 when it hits the shelves as > well. Until someone comes up with something better, I'll race it, and be > glad we have something better than EA's NASCAR XXXX. > > Just remember no matter how accurate it is, you'll never feel g forces on > your office chair, so you'll never know for sure just how accurate it really > is. > > TK
Two lines can't be to difficult; Heat and even Nascar Revolution(four years ago), had it.....as well as actual racing. As far as the drafting model, you're missing the point completely. It's to strong, not to weak, as you think I'm implying. John
>"David G Fisher" <[email hidden]> wrote > Things like a weak damage model and cars flipping over when bumped at 20mph > need to be fixed. Papyrus can't invent more bandwidth. It's all about that. More bandwidth would mean a more relaxed prediction code, meaning a more realistic damage model, closer to the offline racing. -- -- 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...
It'll work on the SS's with help, but not anywhere else where it should, which is also most of the other tracks irl. Personally, I think it's poor track representation too. Other sims, especially Heat, had better(the best imo), track representations than any Nx title. John "Haqsau" <[email hidden]> wrote in message news:avfpvs$f3d54$[email hidden]... > Just my opinion but I don't think that is the issue. If you think aboutit, > in real life the problem with getting the outside line to work is mostly > just getting the marbles off of it. AFAIK no current sim models marbles > anyway, even statically. IOW the grip is the same all the way across the > track. That should be ideal for allowing multiple lines. Also I don't > think the banking varies across the track width IRL either. Again, all it > takes IRL is to clean off the marbles and get the outside to be as grippyas
Quoted text (9 lines)> the inside, and it should work. The problem with NR 2002, I don't know > exactly what it is, but I think it is one or more of the following: > > - Physics still not quite right, particularly tire model. > - People don't know how to drive the outside line (not directed at you > specifically, but maybe it is more difficult than people realize. For > example I noticed most real life drivers when running outside still enter > and exit along the middle line). > - On speedways people won't run with you on the outside line, and if you
are
Quoted text (14 lines)> out of the draft you are out of the race. > - The outside line only works on speedways IRL so it shouldn't be expected > to work on short tracks. > > > > "Tony Kelley" <[email hidden]> wrote in message > news:niFS9.21627$[email hidden]... > > > > Just out of curiosity.....how much programming time, and cpu time would > it > > take to model a dynamic track surface.......this is basically what > everyone > > is asking when they ask for two raceable lines. you have to model
variable > > banking within the same turn, variable grip across the racing surface,and > > numerous other things I'm probably forgetting to mention. > >
More importantly, will the weather changes affect car handling/performance ? John "Steve" <[email hidden]> wrote in message news:avf08v$f1sjr$[email hidden]... > Yes, temp and wind will change and the flags will move differentlydepending on wind direction.
Quoted text (10 lines)> > -- > > Steve > > > "You'll have to speak up, I'm wearing a towel" > > > "Doug Ellison" <[email hidden]> wrote in message
news:avepfe$f2flp$[email hidden]... > > > > > > > > All very nice - but will they have weather that can change? I've notseen
Quoted text (7 lines)> > the weather stay at 70 degrees for 3 hours before > > > > Doug > > > > > >
Since you asked<g> I want a better drafting model, a better damage model, a better online collision code, server boss commands back, better track representation, multiple line racing at those track irl that allow it commonly(most of them). That's enough for now <g> John "Luke Phillips" <(NOSPM)[email hidden]> wrote in message news:VMDS9.11586$[email hidden]... > Deja Vu anyone? To me, especially compared to the way cars move in F12001/2
Quoted text (15 lines)> and the way the AI cars move in GPL/NASCAR1-2002, N2003 looks far better > compared. It may not be perfect, but then again it doesnt need a complete > rework, like almost any other game, its sucsessor is more than often a > graphical/small gameplay updates and seeing it had a MAJOR overhaul going > into N4 then a major enough one in N2002 what more do you want? > > Luke > -=87=- > > > "Jeff Leonard" <[email hidden]> wrote in message > news:[email hidden]... > > Hey Everyone! > > > > I stopped by Papy.com and they have a new video with in game
shots...looks
Quoted text (7 lines)> > pretty nice! > > > > Check it out! > > > > > >
"John Pancoast" <[email hidden]> wrote in message news:[email hidden]... > More importantly, will the weather changes affect carhandling/performance > ? > > John > Thats what I was suggesting - a setting sun may be lovely - and wind may make a flag flap - but frankly I dont care - if the car handling doesnt change to match Doug
"ymenard" <[email hidden]> wrote in message news:lzLS9.1607$[email hidden]...
Quoted text (9 lines)> >"David G Fisher" <[email hidden]> wrote > > Things like a weak damage model and cars flipping over when bumped at 20 > mph > > need to be fixed. > > > Papyrus can't invent more bandwidth. It's all about that. More bandwidth > would mean a more relaxed prediction code, meaning a more realistic damage > model, closer to the offline racing.
The damage model now is worse than it was in the past; when there was less bandwidth. It's all about it's GPL heritage, in the current sims. John
"Doug Ellison" <[email hidden]> wrote in message news:fOLS9.3237$xE1.494513@stones...
Quoted text (15 lines)> > "John Pancoast" <[email hidden]> wrote in message > news:[email hidden]... > > More importantly, will the weather changes affect car > handling/performance > > ? > > > > John > > > > Thats what I was suggesting - a setting sun may be lovely - and wind may > make a flag flap - but frankly I dont care - if the car handling doesnt > change to match > > Doug
Agreed. John >
"Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]... > Agreed - the closer they get, the less they have to do. But since Papy > folks themselves have claimed it's the biggest physics model update since > the jump to GPL, I'd be quite interested in getting my paws on this oneeven > with NO other changes. > > SB Hey Steve! Have You(thread hijack in progress) ever messed with the CART beta mod for F1 2k2? http://www.m4driving.sm/wheel2wheel/ I can get the cars to go fast, but I can't keep the front tires from cooking in only about 6 or 7 laps on flat ovals. The outside right front starts going off after 5 or 6 laps and I loose a little time, shortly thereafter the inside front cooks and I can't hold ANY line. I'm gonna have to find a setup guru if they get their league off the ground next month. dave henrie
Quoted text (7 lines)> > "Luke Phillips" <(NOSPM)[email hidden]> wrote in message > news:VMDS9.11586$[email hidden]... > > Deja Vu anyone? To me, especially compared to the way cars move in F1 > 2001/2 > > and the way the AI cars move in GPL/NASCAR1-2002, N2003 looks far better > > compared. It may not be perfect, but then again it doesnt need a
complete > > rework, like almost any other game, its sucsessor is more than often a > > graphical/small gameplay updates and seeing it had a MAJOR overhaulgoing
Quoted text (21 lines)> > into N4 then a major enough one in N2002 what more do you want? > > > > Luke > > -=87=- > > > > > > "Jeff Leonard" <[email hidden]> wrote in message > > news:[email hidden]... > > > Hey Everyone! > > > > > > I stopped by Papy.com and they have a new video with in game > shots...looks > > > pretty nice! > > > > > > Check it out! > > > > > > > > > > > >
--- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.434 / Virus Database: 243 - Release Date: 12/25/02
Bandwidth has nothing to do with the POS we have now (Damage Model). Flipping cars, still able to race, screwed up drafting, damaged cars going too fast etc... Bandwidth isn't the problem. BTW, nothing holding them back on increasing the badwidth requirement ALA BF1942. Last I checked there were a LOT of people playing high speed online games. All are excuses as to what needs to be fixed or where the real problems are located. "ymenard" <[email hidden]> wrote in message news:lzLS9.1607$[email hidden]...
Quoted text (24 lines)> >"David G Fisher" <[email hidden]> wrote > > Things like a weak damage model and cars flipping over when bumped at 20 > mph > > need to be fixed. > > > Papyrus can't invent more bandwidth. It's all about that. More bandwidth > would mean a more relaxed prediction code, meaning a more realistic damage > model, closer to the offline racing. > > > > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- http://ymenard.cjb.net/ > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > >
Howdy Dave. Didn't even know it existed, so no. But thanks for the link; hope they get further than we did with the Heat version! ;-) But you (and the mod makers) might look at the mod's .tbc files, and compare the rolling and frictional heat values they're using. SBDT dropped them significantly for the GTR mod, and I'd guess ovals would eat tires in a hurry - esp. the right fronts. They sure get toasty in GPL, though wear's not an issue there. My oval setups usually end up with softer springs on the right front and left rear to try to keep the right front as cool as possible. Good luck! SB "Dave Henrie" <[email hidden]> wrote in message news:7YMS9.476188$pN3.51885@sccrnsc03...
Quoted text (9 lines)> Hey Steve! Have You(thread hijack in progress) ever messed with the > CART beta mod for F1 2k2? http://www.m4driving.sm/wheel2wheel/ > I can get the cars to go fast, but I can't keep the front tires from > cooking in only about 6 or 7 laps on flat ovals. The outside right front > starts going off after 5 or 6 laps and I loose a little time, shortly > thereafter the inside front cooks and I can't hold ANY line. > I'm gonna have to find a setup guru if they get their league off the > ground next month. > dave henrie
"John Pancoast" <[email hidden]> wrote in message news:[email hidden]... > Since you asked<g> I want a better drafting model, a better damagemodel,
Quoted text (7 lines)> a better online collision code, server boss commands back, better track > representation, multiple line racing at those track irl that allow it > commonly(most of them). > > That's enough for now <g> > > John
Are you sure?? :o) C'mon tell us what you really want. Steve
>"John Pancoast" <[email hidden]> wrote > More importantly, will the weather changes affect carhandling/performance Papy said yes, that's the whole point of it :) -- -- 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...
>"John Pancoast" <[email hidden]> wrote > The damage model now is worse than it was in the past; when there wasless > bandwidth. It's all about it's GPL heritage, in the current sims. Well, previous titles had less "hard" calculations to do for it's prediction code. I mean, you didn't need to handle the whole Z-axis. -- -- 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...
>"Bill Bollinger" <[email hidden]> wrote > Bandwidth has nothing to do with the POS we have now (Damage Model). > Flipping cars, still able to race, screwed up drafting, damaged cars going > too fast etc... Bandwidth isn't the problem. Oh the old debate ;) I say it is. That's why you could theorically have a perfect prediction code if you had all the bandwidth available in the world. That would mean, having _no_ prediction code. It's because of the prediction code (a direct resultant of the lack of bandwidth) that numbers get crunched by overlapping masses. > BTW, nothing holding them back on increasing the badwidth requirement ALA > BF1942. Last I checked there were a LOT of people playing high speedonline > games. All are excuses as to what needs to be fixed or where the real > problems are located. Hmmmm there is. Just check the core.ini -- -- 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...
"Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]... > Howdy Dave. Didn't even know it existed, so no. But thanks for the link; > hope they get further than we did with the Heat version! ;-) But you (and > the mod makers) might look at the mod's .tbc files, and compare therolling > and frictional heat values they're using. SBDT dropped them significantly > for the GTR mod, and I'd guess ovals would eat tires in a hurry - esp. the > right fronts. They sure get toasty in GPL, though wear's not an issue > there. My oval setups usually end up with softer springs on the rightfront > and left rear to try to keep the right front as cool as possible. > > Good luck! Thankyou for that info. I just swapped out the CART mod #'s for friction heat with the GTR setting. That tripled the tire life. In fact the tire probably would have lasted longer, if heat was the only factor. I kept a steady test pace until the tire WEAR became a factor. That was with a default setup, probably with some real testing we could easily get close to 50 laps if the driver didn't push too hard... I fired off an email to the league bosses. Hopefully we can make a change...as it is....10 laps on a short oval and your race is just about done. Thanks again Steve...How many times have I said that over the past couple of years? :) dave henrie > > SB --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.434 / Virus Database: 243 - Release Date: 12/25/02
"ymenard" <[email hidden]> wrote in message news:5yPS9.2482$[email hidden]... > >"John Pancoast" <[email hidden]> wrote > > More importantly, will the weather changes affect car > handling/performance > > > Papy said yes, that's the whole point of it :) Ok thanks. Sounds great ! John >
"ymenard" <[email hidden]> wrote in message news:YyPS9.2485$[email hidden]...
Quoted text (8 lines)> >"John Pancoast" <[email hidden]> wrote > > The damage model now is worse than it was in the past; when there was > less > > bandwidth. It's all about it's GPL heritage, in the current sims. > > > > Well, previous titles had less "hard" calculations to do for it's
prediction > code. I mean, you didn't need to handle the whole Z-axis. > > Yeah, I know. I just have a very hard time accepting that(bandwidth) as a reason. Cars shouldn't go faster when they're damaged, don't know how that's tied into bandwidth. Same with the Saturn rocket acts; hard time believing that is to hard to fix, and is related to bandwidth. Bumping, etc. is part of stock car racing, or at least it used to be. But in terms of contact, you have to race these sims like they're open wheel cars. That's a major flaw. John
On Tue, 7 Jan 2003 08:20:51 -0700, John Pancoast wrote: > That's true, but that's part of the "problem"; it's the only choice we > have. I'm a big believer in choices <g> Obviously, judging by this header found in your post: > X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 at least you're virus compatible with 90% of the others. Good choice! ;-) On topic: I think one of the big "advantages" of the n2kx series is its decent online play (the best we have in any racing sim at the moment, if it wasn't for the sierra lock-in and a decent VROC clone with more filtering options). If Papy decides to make n2k3 more "moddable" than the earlier releases, we might have an interesting product. Cheers, uwe -- mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
"ymenard" <[email hidden]> wrote in message news:5yPS9.2482$[email hidden]... > >"John Pancoast" <[email hidden]> wrote > > More importantly, will the weather changes affect car > handling/performance > > > Papy said yes, that's the whole point of it :) So they are going to have weather (sort of---the easy kind to simulate---no rain) in one of their sims now? Done years ago in other sims. David G Fisher
On Wed, 8 Jan 2003 01:33:15 -0500, "ymenard" <[email hidden]> wrote:
Quoted text (11 lines)>>"Bill Bollinger" <[email hidden]> wrote >> Bandwidth has nothing to do with the POS we have now (Damage Model). >> Flipping cars, still able to race, screwed up drafting, damaged cars going >> too fast etc... Bandwidth isn't the problem. > > >Oh the old debate ;) I say it is. That's why you could theorically have >a perfect prediction code if you had all the bandwidth available in the >world. That would mean, having _no_ prediction code. It's because of the >prediction code (a direct resultant of the lack of bandwidth) that numbers >get crunched by overlapping masses.
So, you're saying there are no problems with more bandwidth? Hmm, that means I could send the data via a box of DVDs....an hell of a bandwidth! <g> It's not the bandwidth, it's the latency. Remco
Quoted text (9 lines)> >> BTW, nothing holding them back on increasing the badwidth requirement ALA >> BF1942. Last I checked there were a LOT of people playing high speed >online >> games. All are excuses as to what needs to be fixed or where the real >> problems are located. > > >Hmmmm there is. Just check the core.ini
"David G Fisher" said: > > So they are going to have weather (sort of---the easy kind tosimulate---no > rain) in one of their sims now? > > Done years ago in other sims. So was good multiplayer code that actually worked Dave! :-) I still remember racing N1 against 20 others - online - in 1996! (eat that EA et al.!) :-) -- ed_
"David G Fisher" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (11 lines)> > "ymenard" <[email hidden]> wrote in message > news:5yPS9.2482$[email hidden]... > > >"John Pancoast" <[email hidden]> wrote > > > More importantly, will the weather changes affect car > > handling/performance > > > > > > Papy said yes, that's the whole point of it :) > > So they are going to have weather (sort of---the easy kind to
simulate---no > rain) in one of their sims now? > > Done years ago in other sims. > > David G Fisher >
"David G Fisher" <[email hidden]> wrote in message news:[email hidden]... > So they are going to have weather (sort of---the easy kind tosimulate---no > rain) in one of their sims now? Does Winston cup race in the rain?
"Tim Miser" <[email hidden]> wrote in message news:[email hidden]... > It would have been nice to see a bit more variety of features such asspins, > collisions, short tracks, road coarses, etc. > What do you mean with more variety of spins?
"Ed Solheim" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (19 lines)> > "David G Fisher" said: > > > > So they are going to have weather (sort of---the easy kind to > simulate---no > > rain) in one of their sims now? > > > > Done years ago in other sims. > > > So was good multiplayer code that actually worked Dave! :-) > > I still remember racing N1 against 20 others - online - in 1996! > (eat that EA et al.!) > > :-) > > -- > ed_
I was trying to annoy ymenard. :-) David G Fisher
In article <avh2p7$f3gcn$[email hidden]>, [email hidden] says...
Quoted text (7 lines)> "David G Fisher" <[email hidden]> wrote in message > news:[email hidden]... > > So they are going to have weather (sort of---the easy kind to > simulate---no > > rain) in one of their sims now? > > Does Winston cup race in the rain?
They have rain tires and accomodations for windshield wipers when racing at the Glen...
Quoted text (8 lines)> > If Papy decides to make n2k3 more "moddable" than the earlier > releases, we might have an interesting product. > > Cheers, > > uwe >
From the way I've read the various interviews, there will be no 'opening up' of Nr 2k3 tfe. They bascially inferred that the rank and file from the GPL world already had a pretty good handle on modding would transfer that over. I'm not sure we will see dozens of mods based on the last Papyrus Nascar release. There may be some efforts in that area, but the wholesale modding that F1 2k2 is seeing, doesn't strike me as possible with TFE. I would love to be proven wrong tho... dave henrie --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.434 / Virus Database: 243 - Release Date: 12/26/02
Why thank you. Never had a virus related problem in 15 years :) John "Uwe hoover Schuerkamp" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (29 lines)> On Tue, 7 Jan 2003 08:20:51 -0700, John Pancoast wrote: > > That's true, but that's part of the "problem"; it's the only choice we > > have. I'm a big believer in choices <g> > > Obviously, judging by this header found in your post: > > > X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 > > at least you're virus compatible with 90% of the others. Good > choice! ;-) > > On topic: I think one of the big "advantages" of the n2kx > series is its decent online play (the best we have in any > racing sim at the moment, if it wasn't for the sierra lock-in > and a decent VROC clone with more filtering options). > > If Papy decides to make n2k3 more "moddable" than the earlier > releases, we might have an interesting product. > > Cheers, > > uwe > > > -- > mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) > Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ > Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) > GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
You didn't race them online. But I understand what you mean. Funny how we have actually gone backwards since the inception of Hawai. Unfortunate. :( "Ed Solheim" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (21 lines)> > "David G Fisher" said: > > > > So they are going to have weather (sort of---the easy kind to > simulate---no > > rain) in one of their sims now? > > > > Done years ago in other sims. > > > So was good multiplayer code that actually worked Dave! :-) > > I still remember racing N1 against 20 others - online - in 1996! > (eat that EA et al.!) > > :-) > > -- > ed_ > >
Supposedly, N4 and N2k2 are just as modifyable as GPL, so I see no reason why N2k3 shouldn't be. It's just up to the community that knows how to do it, to do it. :) "Uwe hoover Schuerkamp" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (29 lines)> On Tue, 7 Jan 2003 08:20:51 -0700, John Pancoast wrote: > > That's true, but that's part of the "problem"; it's the only choice we > > have. I'm a big believer in choices <g> > > Obviously, judging by this header found in your post: > > > X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 > > at least you're virus compatible with 90% of the others. Good > choice! ;-) > > On topic: I think one of the big "advantages" of the n2kx > series is its decent online play (the best we have in any > racing sim at the moment, if it wasn't for the sierra lock-in > and a decent VROC clone with more filtering options). > > If Papy decides to make n2k3 more "moddable" than the earlier > releases, we might have an interesting product. > > Cheers, > > uwe > > > -- > mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) > Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ > Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) > GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
>"David G Fisher" <[email hidden]> wrote > So they are going to have weather (sort of---the easy kind tosimulate---no > rain) in one of their sims now? ? Yes, there will be such thing (if you mean weather that is not "rain") <G> -- -- 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...
NP, Dave - I had a look at the F1 & GTR files after posting that and the wear rate has been reduced for the GTR's as well, particularly for the medium and hard compounds. Doug appears to have used lower frictional heat numbers to keep tire scrub from cooking the rubber, along with higher rolling heat values to get the needed operating temps for grip. Interesting to see how much more degradation ISI had built into the fronts vs. the rears for the F1's. Push and get... PUSH. The different tire compounds would be a critical item for CART mod developers to exploit, with different tire sets for ovals, superspeedways and road courses. Kind of like in the real world... ;-) SB "Dave Henrie" <[email hidden]> wrote in message news:iRPS9.677309$QZ.102160@sccrnsc02... > > "Steve Blankenship" <[email hidden]> wrote in message > news:[email hidden]... > > Howdy Dave. Didn't even know it existed, so no. But thanks for thelink; > > hope they get further than we did with the Heat version! ;-) But you(and > > the mod makers) might look at the mod's .tbc files, and compare the > rolling > > and frictional heat values they're using. SBDT dropped themsignificantly > > for the GTR mod, and I'd guess ovals would eat tires in a hurry - esp.the
Quoted text (11 lines)> > right fronts. They sure get toasty in GPL, though wear's not an issue > > there. My oval setups usually end up with softer springs on the right > front > > and left rear to try to keep the right front as cool as possible. > > > > Good luck! > > > Thankyou for that info. I just swapped out the CART mod #'s for > friction heat with the GTR setting. That tripled the tire life. In fact > the tire probably would have lasted longer, if heat was the only factor.
I > kept a steady test pace until the tire WEAR became a factor. That waswith > a default setup, probably with some real testing we could easily getclose > to 50 laps if the driver didn't push too hard... > I fired off an email to the league bosses. Hopefully we can make a > change...as it is....10 laps on a short oval and your race is just about > done. > Thanks again Steve...How many times have I said that over the pastcouple
Quoted text (14 lines)> of years? :) > dave henrie > > > > > SB > > > > --- > Outgoing mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.434 / Virus Database: 243 - Release Date: 12/25/02 > >
In article <[email hidden]>, "David G Fisher" <[email hidden]> writes: >Dirt build up on windshield and <gasp> more than one car shape were done >years ago in other sims. Dirt buildup was done before? Which sim? 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.
Talking about the video. Just showed side by side racing on speedways and a run through the pits. Would have been nice to see some variety of situations like spins/crashes, short tracks, etc. -Tim "Carl Ribbegaardh" <[email hidden]> wrote in message news:avh371$f9q2l$[email hidden]...
Quoted text (11 lines)> > "Tim Miser" <[email hidden]> wrote in message > news:[email hidden]... > > It would have been nice to see a bit more variety of features such as > spins, > > collisions, short tracks, road coarses, etc. > > > > What do you mean with more variety of spins? > >
"Tim Miser" <[email hidden]> wrote in message news:[email hidden]... > Talking about the video. Just showed side by side racing on speedways anda > run through the pits. Would have been nice to see some variety of > situations like spins/crashes, short tracks, etc. > > -Tim > Ok :-)
Yeah, and what it showed was AI racing anyway, imo. John "Tim Miser" <[email hidden]> wrote in message news:[email hidden]... > Talking about the video. Just showed side by side racing on speedways anda
Quoted text (20 lines)> run through the pits. Would have been nice to see some variety of > situations like spins/crashes, short tracks, etc. > > -Tim > > "Carl Ribbegaardh" <[email hidden]> wrote in message > news:avh371$f9q2l$[email hidden]... > > > > "Tim Miser" <[email hidden]> wrote in message > > news:[email hidden]... > > > It would have been nice to see a bit more variety of features such as > > spins, > > > collisions, short tracks, road coarses, etc. > > > > > > > What do you mean with more variety of spins? > > > > > >
On Mon, 6 Jan 2003 22:44:56 -0500, "Jeff Leonard" <[email hidden]> wrote: >I stopped by Papy.com and they have a new video with in game shots...looks >pretty nice! Looks great. Love the shot of the cars cresting the bump in the tunnel turn about midway through the clip. Having an even more accurate rendition of Pocono than the one we have now justifies most of the $50 I'll be plopping down the day it comes out. Jason
Tim 09 Jan 2003 04:21 UTC↳ reply to ymenard#83025
I can put two cable drivers on a T1 and the cars still flip at Martinsville. -- Tim White www.intracmotorsports.com "ymenard" <[email hidden]> wrote in message news:pBPS9.2487$[email hidden]... >"Bill Bollinger" <[email hidden]> wrote > Bandwidth has nothing to do with the POS we have now (Damage Model). > Flipping cars, still able to race, screwed up drafting, damaged cars going > too fast etc... Bandwidth isn't the problem. Oh the old debate ;) I say it is. That's why you could theorically have a perfect prediction code if you had all the bandwidth available in the world. That would mean, having _no_ prediction code. It's because of the prediction code (a direct resultant of the lack of bandwidth) that numbers get crunched by overlapping masses.
TDRacin® 09 Jan 2003 04:37 UTC↳ reply to Tim#83026
Not to mention racing on a LAN, the same thing happens. Blows Frank's theory! "Tim" <[email hidden]> wrote in message news:eN6T9.40504$[email hidden]... I can put two cable drivers on a T1 and the cars still flip at Martinsville. -- Tim White www.intracmotorsports.com "ymenard" <[email hidden]> wrote in message news:pBPS9.2487$[email hidden]... >"Bill Bollinger" <[email hidden]> wrote > Bandwidth has nothing to do with the POS we have now (Damage Model). > Flipping cars, still able to race, screwed up drafting, damaged cars going > too fast etc... Bandwidth isn't the problem. Oh the old debate ;) I say it is. That's why you could theorically have a perfect prediction code if you had all the bandwidth available in the world. That would mean, having _no_ prediction code. It's because of the prediction code (a direct resultant of the lack of bandwidth) that numbers get crunched by overlapping masses.
>"TDRacin�" <[email hidden]> wrote > Not to mention racing on a LAN, the same thing happens. Blows Frank's > theory! I never said it would be perfect. I said it would at least go towards what we have against the offline AI. It's 10x times better. -- -- 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...
"Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > On Mon, 6 Jan 2003 22:44:56 -0500, "Jeff Leonard" > <[email hidden]> wrote: > > >I stopped by Papy.com and they have a new video with in gameshots...looks
Quoted text (8 lines)> >pretty nice! > > Looks great. Love the shot of the cars cresting the bump in the > tunnel turn about midway through the clip. Having an even more > accurate rendition of Pocono than the one we have now justifies most > of the $50 I'll be plopping down the day it comes out. > > Jason
You're kidding, right? David G Fisher
"You're kidding, right?" I'll assume this will be the start of the "I'm not paying $50 for a patch" thread that we had when NR2002 came out and we all bought and liked. I will be buying it the first day out as well. The $50 cost will be more than worth the value I will get from it in the many years ahead. If all it has are improved track models I would buy it as well. "David G Fisher" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (22 lines)> > "Jason Moyer" <[email hidden]> wrote in message > news:[email hidden]... > > On Mon, 6 Jan 2003 22:44:56 -0500, "Jeff Leonard" > > <[email hidden]> wrote: > > > > >I stopped by Papy.com and they have a new video with in game > shots...looks > > >pretty nice! > > > > Looks great. Love the shot of the cars cresting the bump in the > > tunnel turn about midway through the clip. Having an even more > > accurate rendition of Pocono than the one we have now justifies most > > of the $50 I'll be plopping down the day it comes out. > > > > Jason > > You're kidding, right? > > David G Fisher > >
On Thu, 9 Jan 2003 07:15:53 -0400, "Schooner" <[email hidden]> wrote:
Quoted text (7 lines)>"You're kidding, right?" > >I'll assume this will be the start of the "I'm not paying $50 for a patch" >thread that we had when NR2002 came out and we all bought and liked. >I will be buying it the first day out as well. The $50 cost will be more >than worth the value I will get from it in the many years ahead. If all it >has are improved track models I would buy it as well.
$50 for a game I'll spend at least 100 hours playing is a good deal IMHO. Pocono being my home track and favorite oval (well, actually Nazareth and the old Reading Fairgrounds that got torn down in 1980 are technically my home tracks) I would happily pay a large sum of money for any improvements to the already highly accurate Papyrus model of it. My singular complaint with any Papyrus track model has been a lack of the mid-range sized bumps such as the tunnel at Pocono.. The length/width and major elevation changes have been pretty good since GPL, and while I certainly wouldn't want the overexaggerated polygon death traps that ISI has modelled into Priory at Silverstone among other tracks, I am looking forward to having the more subtle and track-character defining bumps modelled in more detail. I want to go through turn 2 at Pocono and literally crap my pants as the car crests the tunnel. I'm actually partway done with construction of my homemade sim commode in anticipation of N2003, just need to finish adding the Penske Ford livery to the bowl (*cough*). BTW, I have the utmost respect for David, but I have to question the opinion of anyone who thought Cart Precision Racing was a good buy. =) Jason
On Thu, 9 Jan 2003 01:33:56 -0500, "David G Fisher" <[email hidden]> wrote: >You're kidding, right? Yes, ha ha. Haha ha ha. Ha haha ha. Ha ha haha. I crack myself up. Jason
"Jason Moyer" wrote: > $50 for a game I'll spend at least 100 hours playing is a good deal > IMHO. Agreed! I predict alot of wothers will make the switch too... once the Papy-server are gone from NR2002.... And with servers gone - drivers will go too... Could you [critical] guys imagine going back to N4 now? Thats the samer story with N2003... once you see it's improvements - I'll bet ya a buck you wouldnt return to NR2002 for 5 minutes.... -- ed_ ---------------------------------------------------------------------- $10 says Petter Solberg wins the 2003 WRC.
"Ed Solheim" <edwins[ REMOVE ]@[ THIS ].no> wrote in message news:eRfT9.8761$[email hidden]...
Quoted text (18 lines)> > "Jason Moyer" wrote: > > > $50 for a game I'll spend at least 100 hours playing is a good deal > > IMHO. > > Agreed! > > I predict alot of wothers will make the switch too... once the Papy-server > are gone from NR2002.... And with servers gone - drivers will go too... > > Could you [critical] guys imagine going back to N4 now? > > Thats the samer story with N2003... once you see it's improvements - I'll > bet ya a buck you wouldnt return to NR2002 for 5 minutes.... > > -- > ed_
I'm gonna be one who waits for a sale. I've got too many Nascar sims gathering dust. Oh and about Peta....with Subaru developing a new car, don't count on his winning. Colin in a Citroen or the other two World Champs at PoohJoe. dave henrie --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.434 / Virus Database: 243 - Release Date: 12/25/02
"Dave Henrie" said: > Oh and about Peta....with Subaru developing a new car, don't count onhis > winning. Colin in a Citroen or the other two World Champs at PoohJoe. OH! Have some faith innit Dave! :-) -- ed_ ----------------------------------------------------- *$20* says Petter Solberg wins the 2003 WRC. :-)
Ed Solheim 09 Jan 2003 15:13 UTC#530405
"Dave Henrie" said: OH! Have some faith innit Dave! :-) -- ed_ ----------------------------------------------------- *$20* says Petter Solberg wins the 2003 WRC. :-)
"Ed Solheim" <edwins[ REMOVE ]@[ THIS ].no> wrote in message news:eRfT9.8761$[email hidden]...
Quoted text (21 lines)> > "Jason Moyer" wrote: > > > $50 for a game I'll spend at least 100 hours playing is a good deal > > IMHO. > > Agreed! > > I predict alot of wothers will make the switch too... once the Papy-server > are gone from NR2002.... And with servers gone - drivers will go too... > > Could you [critical] guys imagine going back to N4 now? > > Thats the samer story with N2003... once you see it's improvements - I'll > bet ya a buck you wouldnt return to NR2002 for 5 minutes.... > > -- > ed_ > > ---------------------------------------------------------------------- > $10 says Petter Solberg wins the 2003 WRC.
You guys didn't read jason's post. He said that almost the entire $50 would be worth paying just for an updated pocono track. One updated track. I'm the last person to complain about paying for a sim. The price of the games themselves are incredibly cheap cosidering how much time we use them and enjoyment we get out of them. David G Fisher
On Thu, 9 Jan 2003 15:34:19 -0500, "David G Fisher" <[email hidden]> wrote: >You guys didn't read jason's post. He said that almost the entire $50 would >be worth paying just for an updated pocono track. > >One updated track. Dave I look at it this way. I spent $50 on Nascar Thunder and played it for less than 4 hours before it became a coaster. $50 for something that is simply Nascar 2002 with a more accurate Pocono wouldn't be a bad deal. Jason
Tim 10 Jan 2003 19:37 UTC↳ reply to Schooner#82691
rofl -- Tim White www.intracmotorsports.com "Schooner" <[email hidden]> wrote in message news:DRcT9.238296$[email hidden]... I'll assume this will be the start of the "I'm not paying $50 for a patch" thread that we had when ...
That is a good point. I think that with N2003 it will required greater system resources. More money to upgrade your sytem just to run it. The real money when it comes to sim racing. Price of the game is chicken feed. "Jason Moyer" <[email hidden]> wrote in message news:[email hidden]... > On Thu, 9 Jan 2003 15:34:19 -0500, "David G Fisher" > <[email hidden]> wrote: > > >You guys didn't read jason's post. He said that almost the entire $50would
Quoted text (10 lines)> >be worth paying just for an updated pocono track. > > > >One updated track. > > Dave I look at it this way. I spent $50 on Nascar Thunder and played > it for less than 4 hours before it became a coaster. $50 for > something that is simply Nascar 2002 with a more accurate Pocono > wouldn't be a bad deal. > > Jason
You're also not sitting in the back seat when driving, ie, you can see more of the track; hence, you only get 3/4 of the rear view mirror. Jay Beckman wrote:
Quoted text (26 lines)> "Jon T" <[email hidden]> wrote in message > news:wrsS9.6445$[email hidden]... > > > I noticed: > > 1) Sun Flare Effect (Sunset and Daylight...The sunset in your face effect > was quite nice, I thought...) > 2) Animated JumboTron Screens in the Infiield > 3) Backlit Tach at night > 4) Better looking infield-side lights at night > 5) Pit signs waving over every stall while pitting (that's gonna be > interesting...) with a "war wagon" at each stall (didn't notice any animated > crew members...) > 6) You only see about 3/4 of the rear view mirror in the cockpit view > > But, your main point holds true. The cars still don't look like they are > "carving" their way around the track. They still have a "shape riding on > top of a texture" look to them. > > JCB > > I too, was viewing the hi-rez version... > > >
-- Jason Monds theCLAPPER in Kali http://www.proracingclub.com - Pro Racing Club! (GPL) http://www.scprc.com - Stock Car Pro Racing Club (NR2002) (Remove 'no extra spork' when replying)

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