![]() The lighting model has been improved everywhere, so you can see reflections on cars and trackside objects, such as shiny mirrored buildings around the grandstands. When I max out everything on my GeForce 4 the graphics look very nice, indeed. This year Papyrus has made several improvements. So, what about the graphics? Papyrus has never really had people gushing over its NASCAR graphics. On the "fast" setup the left pull was so severe that I was STILL turning the wheel slightly to the right in the middle of the corners! Regardless, it is a welcome sign to see that the cars seem to behave accurately here. For example the "easy" setup at Daytona hardly pulls left at all. This will vary from track to track and from setup to setup. I just couldn't believe that for the first time I couldn't more or less relax my hold on the force feedback wheel down the straights. I had to steer to the right to go straight, so much so with the included setups that I actually exited the game to recalibrate my controller. The first indication of the newly enhanced physics model is how much the car pulls to the left down the straights, because of the way the car is set up to turn left more easily. ![]() While I did the obligatory quickie race at Daytona, things really got interesting when I took the car to Atlanta, where lifting off the throttle for turns is required. The 2003 takes the Papyrus physics model to a whole new level of accuracy, and for the first time in this series, I felt like I truly had to focus on just driving the car, not just worrying about racing the competition. Because this game is primarily about the physics model, that's where I'll start. Its success in this regard has drawn praise from NASCAR drivers themselves, but more significantly, these guys don't just drive the car for promotional dollars, but because they feel it's realistic enough to actually help them stay sharp for the real thing. This title has always been first and foremost about trying to produce the most realistic simulation of stock car racing ever. For those of you who have not purchased one of these titles, or are perhaps played a different NASCAR game and crave a deeper, more involving experience, you've come to the right place. So I've been doing a lot of work on it, and I'm really glad it's all over.īut I wanted to go even further for what I consider one of the best games ever.ĭownload the entire game, my mods and all, right here.If I had to bet, I'd say most readers of this review have likely purchased an earlier version of this series, and are wondering just why you should buy it AGAIN. I went through and fixed that for every Cup and Xfinity race this year. With those mods, the race logos range from "pixelated" to "none". With my 40 tracks, I updated the "trkinfo" and "trkshot" filesĮvery year, I edit the calendar file to reflect the changes to the Sprint Cup schedule. With mods, the track images and info become very inconsistent. The game is very dated with tracks, and theres a nice little modding community to fill the gaps in the series from 1999 to now. One thing I've also been doing is updating the tracks. So I did something I hadn't done before, gone farther than the Cup series! Here are 40 Xfinity Series cars I made over the last month. After a week of testing, and a change of my rating system. Hey guys! So after a very productive week post an exciting Bristol race and buying Talladega tickets, I finished my 2016 set of Sprint Cup cars.
1 Comment
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |