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- Version 1.2: Changes from Previous Versions
-
- CONTENTS:
- Technical Notes
- Bugs Fixed
- Gameplay Adjustments
- Enhancements / Feature Additions
- Paintkit Changes
- Sound Card Setup Changes
-
- NOTE: This file is README12.TXT in your NASCAR install directory.
- You can print it on your printer by typing "print readme12.txt"
- after you return to the DOS prompt.
-
- TECHNICAL NOTES
-
- * Modem and direct connect players must both use the same version of
- the program (version 1.2).
-
- * Comm ports are now read from DOS, rather than assuming four specific
- port addresses. Diagnostic messages when a modem connection cannot
- be established have been improved.
-
- * Palette setting problems on some video cards should be fixed.
-
- * New sound drivers have been added to allow the use of IRQs higher
- than 7 with certain sound cards.
-
- BUGS FIXED
-
- * Computer opponents now suffer the same performance loss from damage
- as the player does.
-
- * Significant changes and fixes to yellow flags:
-
- * Initial caution condition is now indicated by a held yellow flag.
- When the player takes the yellow at the start/finish line, the
- yellow flag will wave. This was done to make it clearer when
- you've taken the yellow and are expected to slow down, stay
- behind the car in front, etc.
-
- * Eliminated cheat that allowed player(s) to enter a closed pit
- and then drive all the way to the front of the field without
- penalty. Now, when the "One Lap Until Green" message would
- normally appear, the player is given an "Entered Closed Pit"
- message and then told to fall behind the last car in line.
- This more closely follows the actual NASCAR rules.
-
- * Eliminated cheat that allowed player(s) to ignore the caution
- condition, speed past everyone including the pace car, enter
- the pits and then re-enter the track without penalty. The
- player will now receive a BLACK FLAG stop-and-go penalty for
- passing under the yellow if he enters the pit lane while being
- told to stay behind any other car. That means you have to be
- careful about getting too close behind the cars that aren't
- pitting. Generally, you are considered to have entered the pit
- at the point where the pit wall starts. It is the same
- determination that is used for pit speed limit checks.
-
- * A bug that caused crash-recovering cars to be improperly
- added into the caution line has been fixed. This accounted
- for most of the problems with cars running slowly on the
- track for no apparent reason.
-
- * Cars with pits on the back straight are now forced to pit after
- the cars whose pits are located on the front straight.
-
- * Some crashes between opponent cars would cause the computer to hang,
- sometimes leaving sound running with a black screen.
-
- * Computer opponents are much less likely to abort their pit stops
- (by heading for the pit lane, then deciding to stay out) when
- pitting under yellow.
-
- * Pacing speed is no longer affected by the Opponent Strength setting.
-
- * The pace car should no longer get blocked by wreckage under yellow.
-
- * Qualifying speeds for computer opponents are now more closely
- related to the Opponent Strength setting. (Note to advanced users:
- The RELS value in the TRACK.TXT files *no longer affects* qualifying
- speeds. This will eliminate the need to adjust BLAP whenever you
- change the RELS.)
-
- * Speeds of computer opponents at Talladega are now being affected
- more by the Opponent Strength setting.
-
- * In modem races, the Dialer's Best Lap will no longer become
- corrupted. If prior versions have already corrupted your record at
- a track, you may perform either of the following to fix it:
- * If you have the CD-ROM version of the program, you can copy
- the RECORDS.TXT file for that particular track to your
- installation on your hard drive:
- 1) Type "c:"
- 2) Type "cd \nascar\tracks"
- 3) Type "d:"
- 4) Type "cd \nascar\tracks"
- 5) Type "xcopy /s records.txt c:"
- NOTE: This procedure assumes that your installation was to
- the \NASCAR directory on your C drive and that your CD-ROM
- drive is D.
- NOTE: This procedure will overwrite any records you have set
- which were not corrupted.
- * If you have the floppy version or wish not to overwrite any
- records that were not corrupted, you can edit the RECORDS.TXT
- file for each track and delete all but the first two lines of the
- file.
-
- * The Dialer in a modem race will no longer be penalized for
- non-existent pit speed limit violations. This occurred mainly at
- Talladega.
-
- * Qualifying during modem play is now similar to single-player play,
- with a warmup lap followed by green and checkered flags.
-
- * The computer opponents will now race competitively if you are the
- polesitter.
-
- * The joystick calibration has been changed to allow pedals to be
- more reliably recognized in the Set Controls menus.
-
-
- GAMEPLAY ADJUSTMENTS
-
- * Damage realism has been enhanced for both player and computer
- opponent cars. With Damage On it is now much easier to damage a
- wheel or the engine. The front wheels are somewhat easier to damage
- than the rear wheels.
-
- We expect that this will cause some controversy as not everyone
- will agree with the new damage levels. However, with the damage
- levels in 1.0 and 1.1, it was quite easy for the player to run
- much faster laps by slamming into the walls instead of staying on
- the track. Impacts of 120mph or more resulted in mere sheetmetal
- damage. While not a major problem in single-player mode -- after
- all, if that's how you want to play, it's your game -- it turned
- out to be a severe problem in multi-player sessions where the
- only thing that matters is beating the other players.
-
- Rather than have a separate damage level for multiplayer, we felt
- it best to adjust the standard damage level to be more realistic.
- Note that this damage level is STILL not completely realistic, as
- in the real world impacts of as little as 10 or 15 mph can cause
- serious damage to a stock car. We decided to be a little more
- forgiving than that.
-
- We feel that the damage level in version 1.2 strikes an appropriate
- balance between realism and playability. You may find the change
- shocking at first, but we ask that you give yourself some time to
- adjust to it before passing judgment.
-
- * Grip levels have been increased at Darlington and Michigan. The
- original grip levels were set so that lap speeds would be closer
- to real-world speeds at those tracks. In practice this caused
- the grip to be so low that gameplay suffered and the computer
- opponents tended to behave poorly. Just think of these tracks
- as having been resurfaced.
-
- * Engine power on super-speedways has been reduced to a more
- realistic level. There are new Ace and Qual settings to match
- this change.
-
- * The drafting effect has been reduced to a more realistic level. You
- will be able to pick up a draft from farther back, but the maximum
- effect is much less. This makes passing much more of a challenge at
- Talladega.
-
- * Erratic weaving of cars in the pits has been significantly reduced.
-
- * Cars will no longer try to draft with lapped traffic at Talladega,
- including cars that they are about to put a lap down for the
- first time.
-
- * Pit stop times are now much more variable for both the player and
- the computer opponents.
-
- * The duration of caution periods on some tracks (notably Talladega
- and Watkins Glen) has been increased slightly.
-
- * New tires start at 120 degrees instead of the ambient air
- temperature. This more properly reflects the fact that black tires
- sitting in the sun on a hot track are hotter than air temperature.
- This also improves the grip on the first couple of corners.
-
-
-
- ENHANCEMENTS/FEATURE ADDITIONS
-
- * Pacing speed is now variable according to the track type. Half-mile
- ovals are paced at 40mph, one-mile ovals at 55mph, speedways
- (Atlanta, Darlington, etc.) at the original 70mph, super-speedways
- (Talladega) at 90mph, and road courses at 70mph. This ensures that
- cars are able to pit under yellow on the short tracks without
- losing a lap.
-
- * During Practice sessions, the actual lap speeds that the computer
- opponents are running on the track will be displayed in the
- F2 window. This will only occur in the Practice session prior to
- Qualifying. Warmup times (prior to Race session) are not
- displayed.
-
- * Computer opponents who have spun out but are able to continue will
- suffer a delay before recovering.
-
- * Computer opponents who are on the lead lap will choose to pit under
- a caution period only on the first lap that the pits are open. Cars
- that are 1 lap or more down must wait until the second lap to pit.
- This rule is not enforced on the player.
-
- * Computer opponents are now more active and slightly more aggressive.
- They are less likely to follow one another single-file lap after lap
- and will race amongst themselves more. They're also less likely to
- back off or move aside when you pull up next to them. They're no
- more likely to hit you, but they might not give you as much room as
- before.
-
- * In addition, the Aggressiveness values in the DRIVERS.TXT/DRIVERS2.TXT
- files now have a greater effect on the behavior of individual
- opponents. Drivers with high Aggressiveness ratings are more
- likely to cut you off or refuse to move off their chosen line.
-
- * During modem play, an elapsed time is now displayed indicating the
- length of the telephone call.
-
- * Auto-shifting and auto-braking may now be toggled on and off using
- keystrokes ALT-H and ALT-B, respectively, while driving. A message
- is flashed on the screen to indicate the new status after each
- toggle.
-
-
-
- PAINTKIT CHANGES
-
- * More fonts have been added to the paintkit. They may be accessed by
- clicking with the right mouse button on the Text Tool. Use the
- arrows to scroll through the fonts.
-
- * Exporting a .pcx file now includes both the decals and the underpaint
- colors of the exported car. This will make it easier to share car
- designs with friends and modem opponents.
-
-
-
- INSTALL/SOUND CARD SETUP CHANGES
-
- * The Setup program has been changed to include a sound card auto-detect
- program. This should make sound card setup easier. The new
- instructions are below.
-
- Automatic Sound Card Setup
-
- 1. From the C:\NASCAR> directory, type SETUP <enter>
- 2. Choose SETUP SOUND CARD -- AUTOMATIC to use the auto-detect
- function.
- 3. Select Continue with Automatic Sound Setup after reading notice.
- 4. If you receive a message that the autodetect failed, you will
- have to set up the sound card manually. Select Return to
- Main menu and see instructions below.
- 5. If you receive a message that detection was successful, select
- Accept Current Values and Proceed.
- 6. Digital Sound will be tested. You should hear Ned Jarrett's
- voice.
- 7. If you did not hear the voice, Select Test Digital Sound Again,
- or Return to Main Menu to set up the digital sound manually.
- 8. If you did hear the voice, select Proceed with Automatic Setup.
- 9. MIDI sound will be tested. You should hear music.
- 10. If you did not hear the music, Select Test MIDI Sound Again, or
- Return to Main Menu to set up the MIDI sound manually.
-
- Manual Sound Card Setup
-
- 1. Select Sound Card Setup -- Manual.
- 2. Select Change Digital Sound Card.
- 3. Select card from the list.
- 4. At About to Confirm Sound Card prompt, select Continue with
- confirmation to confirm that you have selected the correct card.
- Select Skip Confirmaiton to return to the Sound Card Selection
- Menu.
- 5. Select Accept Current Values, or Select any of the Change
- options to change the port address, IRQ or DMA.
- 6. Select Change MIDI Sound Card.
- 7. Select card from the list.
- 8. Enter the port address.
- 9. Select Test Digital Sound. Press Y if you hear sound and N if
- you do not hear sound.
- 10. Select Test MIDI Sound. Press Y if you hear music and N if you
- do not hear music.
- 11. Select Return to Main Menu when you are finished setting up the
- sound card.
-
-