| Feature: Chase for the Cup
Back To
Page 3
Artificial Intelligence
All three combatants have their
ups and downs with the AI.
In NR2003 you need to be very careful not to cut down on the
AI going into a turn. If you are hit, even slightly the chances
are that you will spin out. When the AI see a hole, they go
for it. In such situations they have no second thoughts and
they don't back off.
The AI auto-adjust may work fine after the AI have been trained
to race at your speed, but initially they race off in the
distance and if they sense you are not quite on their pace
they slow down too abruptly, causing very dangerous situations
as you come racing towards the slowed-down AI.
NSRs AI exhibits a slightly worrying tendency to bump into
you at every opportunity they get, even if such behavior would
lead to a) damaging their own cars and b) them being black-flagged
by any sensible race organizer. If you let them pass they
run away from you ganging-up in drafting trains that seem
to be very effective for the AI to use but less effective
for the human driver who attempts drafting.
NH AI seems to have been blessed with a bit too much grip
and they don't really know when to "regroup". Instead they
are hard charging all the time.
This lap the top times are posted in this order: NR2003, NH,
NSR.
Gameplay: Multiplayer
The multiplayer in Papyrus sims
are rightfully considered one of the very best, truly supporting
large fields of 40 + cars given a server with the proper
amount of bandwidth. Somehow, Papyrus found the holy grail
of coding multiplayer for racing sims a long time ago and
other racing sims have had a really tough time to reach the
benchmark set by Papyrus... let alone surpass it. Modem connections
can be used, although ISDN or broadband will reward the user
with a minimum of lag and with decent ping times.
Again, rubbin' and paint-trading is not advisable in NR2003
while driving online. The collision detection is very sensitive
and a nudge in the wrong place tends to cause serious crashes
(they do look spectacular though).
NASCAR Sim Racing disappoints in the multiplayer arena because
modems are not supported, and races seem to be fraught with
latency, warp and high pings. The advertised full field of
cars seems to require that all users in such a race are broadband
users and that the server is of very high capacity. Due to
these multiplayer issues you really cannot race closely online
with much confidence in pick-up races.
NASCAR Heat proves that it is possible for other companies
to code multiplayer properly. Fans of NH praise the multiplayer
capabilities in this sim from the year 2000.
NR2003 is looking solid in first place at this stage and is
likely to make it into the chase, while NH has gained a lot
of ground on NSR, actually passing NSR due to the multiplayer
capabilities in NH. Second place is far from settled yet.
Go
To Page 5 Click here
to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster. |