Sim Racing Designosaur
- Reaction score
That is NOT how adaptive ai works, look at NR2k3, you can have adaptive ai on and specific drivers will always be better than others.If you listened he had ADAPTIVE A.I. on, he said if you turn all assists and such off, the A.I. start acting like the real guys.
That's just silly, they had to ADD the ai control to your vehicle, assuming you can just launch yourself into pit road and get a black flag for speeding on entry (which is definitely possible on tracks with parallel pit roads), then there should be absolutely no reason for it not to be available in the first release. Pit road auto-pilot should be optional from the beginning.Dave said they will give you control down pit row in later releases, this is just the beginning they can't just add everything we want right away
You left out the fact that users can't talk to a live crew chief, so the game has no freaking idea if you're tight or not [and especially not to the degree that you are tight or loose], the game creators really don't have a choice in that regard. IIRC, the driver and chief sometimes discuss whether to try to stretch out fuel, take two or more tires, etc.) Allowing the user to decide for themselves is currently the best answer.Using that logic you shouldn't be allowed to change anything on pitroad then as well the driver isn't the one who makes those decisions, you should have to do with a AI crew chief that makes all the changes for you based off of what they think is best from the data that a real crew chief would have....
Which is why the lesser of two evils is chosen.So if that AI crew chief decides to fill your tires to 60psi cold, add 100% grill tape on a 110degree day & take out all your wedge you would just like real life just have to deal with it.... right?
See the above.So then by that same logic that you're using nr03, iRacing, and well every other game out there isn't a "Simulation" either right??????
You also gotta remember that you're limited to 25 buttons (standard controller) and 2 of those buttons (Home/Guide & Start) you can't really use because they have universal features (Home/Guide = Bring up the XMB/Dashboard, Start = Pause the game) so that leaves you with a total of 23 buttons to use.
Random Shoulder button: Bring up mini pit menu overlay that has four pages: (1. tires 2. fuel 3. wedge/adjustments 4. damage repair) scroll to the page to the left (damage repair < tires)
Random Shoulder button 2: Bring up mini pet menu overlay, scroll to the page to the right (damage repair > tires)
Press random shoulder buttons 1 and 2 at the same time: Remove pit menu overlay from the screen
D-Pad: Scroll through menus by going up and down, switching values with left and right.
Done in three. There's even room between the tachometer and scoring system for it on-screen.
I'm pretty sure there are ones you won't find, like Budweiser.You don't have to create every logo from scratch there are tons of logos that will be in the game from factory.
There IS a difference between patience and efficiency, you know. If I have to slave over months to get a car to look like another that could be done in a few weeks, it's obviously better to use the latter if the quality comes out the same, ESPECIALLY since you can't transfer logos you made to other people, forcing them to waste their times recreating something that another person is unable to give them because of something out of their control, even if it would have worked perfectly.Also I take it you've never seen the custom cars that people have made in Forza or Midnight Club???
And that's just a quick sample from two Google searches. It takes a little time & a little patience (guess the patience is the biggest challenge for you kids now-a-days)
This came from the footage of an episode that aired THIS MONTH, two months before releaseThat video is still an alpha build of the game, not even the review build.
By the way, it's not an alpha build, it's a beta, you can tell because fans have been trying it out for several weeks already.
If that's true, then it should have been done already, especially if they can modify the aggression settings when it ISN'T in adaptive mode, which has to be a heck of a lot harder to code than a simple speed tweak. (Heck, the programming in Papyrus pretty much just uses a random number for the speeds, but ensures that it's in the car file's lower and higher limits for a given stat. The way that works, of course, is more complex than that, but it's pretty well ingrained into how the AI works anyway, just with slightly different speeds.)It's a quick race on the easiest settings with all the aids turned on, adaptive AI turned on, and no qualifying. The driver ratings are done using a similar algorithm to what's in the NRatings program.
We're idiots because we're comparing something to another item in the same genera? What are we supposed to compare it to?The only people that are comparing this game to nr03 or rFactor or iRacing are idiots, just like the people who say it isn't gonna be like those games.... Well "No-____ Sherlock" it's not gonna be like those games because it's not those games.
It was the first NASCAR game that wasn't centered around one licensed driver and a million fictionals, they wouldn't have been able to get anything close to full support.I remember the original Papy NASCAR game, it had 20some real driver (Dale Sr, Bill Elliott & DW were some of the drivers not in the game),
and it only had 9 tracks,
Look lower on the page.Daytona & Indy the two most prestigious tracks that the series ran on were not included in the game.
The coding wasn't capable of processing all of the cars, we're talking about a game that came out before the WINDOWS 95, you know. On bigger tracks like Michigan and Watkins Glen, it could run more cars because it wouldn't have to process them all on the screen at the same time, Bristol and Richmond are tracks that constantly have large amounts of cars in close proximity to each other, so the developers had no choice but to reduce the amount of cars in that race so that computers would be able to handle the game. Talladega did not have strong drafting capabilities in that game, so they were able to get the max  on the track due to the size.And only 32 - 38 cars would start the race despite in real life only 2 of the 9 tracks starting less then 40 cars.
1) The Playstation couldn't handle more than 16-20 cars because of it's processing because the models were differentTwo years later they released the PS1 version of the game, It still only had 20some drivers, although Dale Sr was included this time (don't remember who wasn't in the game)
2) It came out two years later than the original did.
3) If you even looked up NASCAR Racing PS1, you'd know that, unlike it's predecessor which was based on the 1994 season, it's designed for the 1996 season, it even says so on the box:
4) It was NASCAR Racing 2 marketed as NASCAR Racing. Yes, it did come out before NR2, but it was by less than two months, and was, in effect, a later build of the PS version. They both use the same paint scheme references and were most certainly developed parallel with each other.
This was not because they wanted to. Sega had the license for Daytona for their Daytona USA series (until 2001), and Indianapolis' rights were apparently not obtainable from 1994 onward, as the only Papyrus game before then that had Indianapolis was in 1993, and that required an add on. I think it had to do with EA Sports and a second company, because there is no other plausible reason that the first time it was available from the start was NASCAR Racing 4, even NR1999 doesn't have it., it had 20 tracks but still no Daytona or Indy they were replaced with Fictional road courses.
Are you really going after games that are that old? Really?Oh and you could have Yellow & Black flags turned on and still drive backwards causing wrecks for like 3 or 4 laps before a caution would come out or you would get black flagged.
See the above for why Daytona wasn't available. They most likely acquired the rights to Indy in 1998 as soon as it was available, shutting out Papyrus for several years.A year later came NASCAR 98 which had 17 tracks (6 fictional road courses, still no Daytona or Indy)
There weren't any fantasy drivers . . . . . .but it had 24 real drivers and several fantasy/legend drivers such as Richard Petty & Benny Parsons.
[ame="http://www.youtube.com/watch?v=HkKY-Ng9dP8"]YouTube - NASCAR 98[/ame]
And I don't see what is the problem with having legends, it's not like they're racing all the time, they aren't available from the start and you can simply remove the memory card before playing if you don't want to see them.
The horror!The game also had Commentary from bob Jenkins
How is this an issue? Bob Jenkins was one of my favorites commentators, right up there with Benny Parsons and Ned Jarrett. It's not like there wasn't any communication with your crew chief.