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 mikaf1gamer
 
 

    Joined: 16 Feb 2003
 Posts: 35
PostPosted: Fri Oct 10, 20:53 Reply to topicReply with quote
There usually is one, so i thought i would be the one to start it, in the hope that someone in the know will see it, and perhaps improve NT2005 with the inputs.

1. The AI slow down when passing another AI car as it leaves the pits and is driving close to the track but not yet on it.

2. No leading car draft speed increase.

3. The AI give way too easily when they have the line (even at 100% diff).

4. Aliasing is poor on the cars.

5. The missing Winston cars (there are only 40 official Winston cup cars).

Regards Mika
 

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 John Thomas
 
 

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 Joined: 17 Sep 2003
 Posts: 172
PostPosted: Fri Oct 10, 21:24 Reply to topicReply with quote
No neutral between gears when using an Act-Labs shifter.

Atlanta turn 1 wall is nearly invisible because it's so close in texture and color to the track surface.

EDIT: I have to cancel my first complaint. I was just informed how to make the shifter work properly. For others with the same issue, this should apply to all "real" shifters, go into your .plr file and change the line that says "Gear Select Button Hold="0" // Enable this option if using a gear select device that holds down a joystick button while in a gear and releases all buttons in neutral (such as the Act-Labs USB Shifter)" change the "0" to a "1".
 

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 CarlHill
 
 

    Joined: 27 Mar 2003
 Posts: 55
PostPosted: Sat Oct 11, 03:38 Reply to topicReply with quote
1) A decent replay system like Papyrus used all of those years!

2) A damage model that visually rivals the PS2 version. I read all kinds of hype about the new visual damage, but it looks like the same lame one as last year.

3) Do away with the race results screen as soon as the "engine damaged" notice comes up. The race comes to an abrupt halt any time we hit the wall and get the engine notice. It is very annoying having to wait for the track to reload again. This could also benefit from the Papyrus way of doing things.
Bump us back to the race weekend screens with access to the replay viewer.

4) Fix the shimmering graphics.

5) I've yet to see a part on the track cause any damage to my car.

6) Add sunglare and dirty windshields!

7) Add the rivalries and alliances to career mode.

This year is a great improvement, but there's a long way to go. If EA listens, instead of ignoring us as they have in the past, this game will rock!!!

CH
 

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 John Thomas
 
 

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PostPosted: Sat Oct 11, 05:44 Reply to topicReply with quote
Please DO NOT add sunglare. Human beings do not see sunglare, lenses see sunglare. Windsheild glare is another story. The last thing we need is 2 hours of driving into a "sun" that doesn't move.
 

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 mikaf1gamer
 
 

    Joined: 16 Feb 2003
 Posts: 35
PostPosted: Sat Oct 11, 13:42 Reply to topicReply with quote
3. The AI give way too easily when they have the line (even at 100% diff).

I re-installed the game and the above problem has gone, so that point is void.

Regards Mika
 

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 B.G
 
 

    Joined: 11 Oct 2003
 Posts: 133
PostPosted: Sat Oct 11, 19:30 Reply to topicReply with quote
If passing close to another car (AI), sometimes the cars textures bleed into your car.

B.G
 

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 sel
 
 

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 Joined: 04 Feb 2002
 Posts: 288
PostPosted: Sun Oct 12, 02:20 Reply to topicReply with quote
I have a problem with the pits at New Hampshire the AI takes over and drives my car for almost a full lap on exiting and from then on It's as if I'm not even in the race I'm just a ghost.

Carlhill I don't like the game ending if my car is a wreck so I use this in my player file

No AI Control="1" // AI never has control over car (except autopit and auto pace lap)

I'm not sure if this is what you are getting at with the "engine messege" but the only way the game quits now is when I hit ESC.
 

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 CarlHill
 
 

    Joined: 27 Mar 2003
 Posts: 55
PostPosted: Mon Oct 13, 04:09 Reply to topicReply with quote
Thanks, I'll try that tomorrow!

Another suggestion would be getting the reviewers to "review" the PC version. As it stands, all of the reviews I've seen are for the console games. We all know by now that the rivalry feature and improved damage was left out of the PC version.

CH
 

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 splashman
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 Joined: 26 Jan 2002
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PostPosted: Sat Oct 18, 16:39 Reply to topicReply with quote
A couple of items to add.....

At Homestead the ai exiting of turn 4 needs to be looked at.Seems like trey're braking on exit when they should be standing on the gass.I've got into the back of quite a few because of this.

The backfires need to be implemented properly.All the files are there but when you turn on the backfires in the nascar.gen they're on all the time in game and not animated as they should be.
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 John Thomas
 
 

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PostPosted: Sat Oct 18, 17:32 Reply to topicReply with quote
You have backfires? I haven't heard one yet.

Also, there is a real problem with the AI in turns. Even with the AI Ability turned up to 100% (which helps), they're braking too hard and too much in the turns. Once you figure this out, there's no racing because all you have to do is pass in the turns.

Saving the best for last: The spotter speech and HUD notices for yellows and green flags are all at least a second behind what's really happening in the game. In other words, by the time your spotter tells you a car is high or low, you've probably already passed them or were over them or below them long before the spotter said anything.

This is probably the worst thing I've seen in the game. I don't know there's such a delay, but it needs to be fixed.
 

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 B.G
 
 

    Joined: 11 Oct 2003
 Posts: 133
PostPosted: Sat Oct 18, 17:41 Reply to topicReply with quote
In your .PLR file the entry - AI Corner Grip Usage="0.93000" // Fraction of theoretical cornering grip that AI attempt to use

Try adjusting to a higher number (1.00000), this should enable the cars to maintain a bit extra grip and perhaps not stay on the brake for so long, the downside is they will corner faster, so it's a suck it and see situation. If you have any luck could you post your findings please.

The speech delay is the same in NT2003 and the F1 series, just something i guess they haven't got round to yet.

Oh yeah, backfires would be nice.

B.G
 

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 Andy552
 
 

    Joined: 22 Feb 2003
 Posts: 147
PostPosted: Sat Oct 18, 18:03 Reply to topicReply with quote
There is a very distracting sky texture problem at Dega. Two of the adjoing textures don't match at all.
 

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 splashman
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PostPosted: Sat Oct 18, 18:05 Reply to topicReply with quote
There's a few different ways to tune the ai cornering.There's what B.G. suggests and you can try upping the speed factor in the drivers .rcd files (worked fairly well in NT2003) and also in the track .gdb files there's this AIDryGrip = 1.0.I haven't really noticed it too much at other tracks as being a problem like it was in NT2003.
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 John Thomas
 
 

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 Joined: 17 Sep 2003
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PostPosted: Sat Oct 18, 18:38 Reply to topicReply with quote
Quote:
The speech delay is the same in NT2003 and the F1 series, just something i guess they haven't got round to yet.


I never noticed it in NT03.

I changed AI Brake Power Usage="0.85000" // Fraction of theoretical brake power that AI attempt to use -- was .98

and

AI Corner Grip Usage="1.00000" // Fraction of theoretical cornering grip that AI attempt to use - was .93

and I got about 3-4-5 mph out of the trucks in turns. I tried AI Brake Power Usage first because I figured if they'd just use less brake, and it sounds like that's what AI Brake Power Usage was related to, that would eliminate the extra grip they'd get from AI Corner Grip Usage.

You could probably leave AI-CGU alone and keep lowering AI-BPU and get the same results, but I'm happy with that combination. The trucks still seem a little slower than I am on the straights. I don't know why, but I can catch up to them pretty easily.

Don't they use the same engine.ini files as the player's truck?
 

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 B.G
 
 

    Joined: 11 Oct 2003
 Posts: 133
PostPosted: Sat Oct 18, 19:45 Reply to topicReply with quote
The brake power usage is one of the tweaks we used in TN's Performance Pack for F1C (i did the tires), as we found by setting it to 1.000, the AI would brake later in the turns (as with the default value, we could outbrake the AI in the corners), the lower the value the further away from the corner they would begin to brake (too high a value runs the risk of the AI spinning out as they are too fast entering the turns to stabilise).

IIRC we also upped the corner grip to 1.00000 as well.

B.G
 

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