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Nando
03-31-2009, 08:40 PM
The user Diop posted quite a few suggestions and asked me if I could show them to the creator, Si, but I tought it would be even better to post here, as other members could make the suggestions even better!

Original Post (http://www.newstarsoccer.com/newstarforum/showthread.php?t=9246)

The idea of the game is GENIUS, but I think there are some things missing that wuld make the game even more interesting. I ask the moderator of this area to bring my suggestions to the creator:

- There could be lower categories so that the pilot starts where, generally, most pilots start. For example: Kart, then British Formula (I have no clue what is "fórmula inglesa" and I don't watch that much F1 so if anyone knows please say so), after that F3, then F2 and only then F1 but you start as a test pilot and, if you are any good, you get promoted to 2nd pilot then the 1st.

- A pilot doing well in F2 he could choose not to go to F1 but go to Formula Indy, Turismo, NASCAR, etc.

.I didn't play a hole lot of NSS4, but on NSS3 it was very easy to get called up to the big teams, gain fame and money, even if you were not that good. This cannot happen in NSGP, you must only be invited to the good teams if you are trully good.

If these suggestions get implemented the game would be extremely interesting, becoming a lot less repetitive, as to reach the top it would be a long journey. At the rate it is, just 3 championships and I'll start to get bored.

Another thing: The game is 24 BRL (in Brazil). Could you lower it to 19 BRL, to make it the same price as NSS4.I remember this a translated post from the Portuguese forums made by diop (http://www.newstarsoccer.com/newstarforum/member.php?u=7987) and not me.
Thanks for reading.
Nando

Shepherd
04-01-2009, 12:51 AM
Good ideas, the game is great but just needs more things to do like NSS4, :P
The game is ok i feel, just maybe needs more AI mistakes and things like Pit Stops going wrong and maybe Fuel lvl in for example fill it up "6 Laps" instead of just a bar. (Or have the option to do that as im dumb and still havent worked out how much a full tank lasts) :D

Also the starting from Jr racing lvl is the best idea as it wont be simple and a 1 season thing.. The ability to get signed needs to be Hard also as i hate like NSS4 where you score 50 goals a season in a bad team and get into a high rep team earning good amount of cash.. a challange is ALOT better.

Also maybe the ability to have "Home Race" and win it the fans are Very happy ectect :P

Ide also like to see Engine faliurs in the game to make it realistic and also another good addition would be at the start of races like if u press Go when the lights are on red you actually move foward and get a penalty, this way you also need skill in getting a good start :)

Keep up the Good work Si, this game could be HUGE

E: Also you could get damage on your car for example wheel comes off or your wing.. would make it alot more realistic than bouncing off them.

Nando
04-01-2009, 01:06 AM
Just a quick suggestion of mine. Maybe show what speed we are travelling (either in miles of kilometres), it would add more realism. :D

Martin
04-01-2009, 02:58 PM
something that botters me is that even with maximum damage in the car, it won't stop. You'll just be very slow.

And it should be possible to decide with how much fuel you want to start the race.

Thor
04-01-2009, 05:37 PM
Well, on the internet list of best times there appear times that are impossible to achieve without tampering with .ini file! I think it's unfair toward people who play fair :/ :(

antoniosoueu
04-01-2009, 08:29 PM
would be cool if we could choose the helmet's color. also if we had the checkpoints time of the lap during the qualify; and that part on the qualify, when the best ten times run again to compete for the pole. during the race, would be cool to have the lap time of each pilot and the fastest time on the race, not only record time. would make the chasing more exciting...
i agree to that guy who said about the gas before the race. if we could choose the quantity of gas to start the race will be much much nicer, cause it gonna provide us a big variation of strategies.

and i agree too, to the other guy who said that this game can be huge, but for me is already big! what a great game... congrats!

Shepherd
04-01-2009, 10:25 PM
Another update i would like to see to make the game more realistic is the better cars not comming so far down.. like Lewis Hamilton finishing 20th, like that would happen IRL.. he would work his way through to atleast top 10 just because the power of his car.

Also there needs to be retirements (think i said before) and like hitting a wall takes alot of damage if not all

E: Just raced with a Force India and came 3rd, was beating the likes of Ferrari on the home straight.. unrealistic :P

Martin
04-01-2009, 10:51 PM
E: Just raced with a Force India and came 3rd, was beating the likes of Ferrari on the home straight.. unrealistic :P

What difficulty level are you playing at?

Shepherd
04-01-2009, 10:53 PM
What difficulty level are you playing at?


Medium lvl :P

Martin
04-01-2009, 10:56 PM
Medium lvl :P

Have you downloaded v1.04? It increased the difficulty for easy and medium slightly.

ravezz
04-01-2009, 11:19 PM
What difficulty level are you playing at?

Doesn't really matter, I managed to win with Force India even on Hard a few times. :doh:

First I thought that Hard level is hard enough, but now.. maybe it should be increased, or am I really good? :redface:

Sida79
04-02-2009, 10:27 AM
Even though I completely understand the situation with listening to your own voice, I find that part perfectly fine! The sound of hitting other cars, on the other hand, is pretty annoying to me... something like chassis crumbling, but with a 'mild' and 'polished' touch - I would like :) Perhaps with a little parts-falling-off animation, even if it is exactly the same, just tiny particles flying around...

Sida79
04-02-2009, 04:11 PM
+ you could add a reward system as in Gran Turismo (hehe). Imagine obtaining a (replica of) Jim Clark's Lotus, Gilles Villeneuve's Ferrari etc? :D

edit: actually, any kind of (even small, and perhaps in some part hidden?) achievements would do a big favor to the game IMHO

joevicentini
04-04-2009, 11:33 PM
1) Free practice at fridays.

2) Mone news from the media. Id like to know what the world thinks of me, rumors about new contracts near the end of the season.

3) I dont see why cars dont get wrecked. I mean, shouldnt they? Besides, it takes a lot of damage to really damage your car.

4) Hard difficulty is not hard enough. Really.

5) Id like to be able to fine tune the mechanics of my car like the drivers really do, and change its performance slightly with it, for better or worse.

6) Specific rivalry among drivers.

7) The time needed to change your tires and put gas should be a lot more variable, i mean, sometimes a team fails to do it the right way.

8) Some cars could break without some apparent reason, like in the real world. It could be another team variable: car reliability

9) Id like to see the gas and tires lasting proportionally to the number of laps chosen. I like to run 40 lap races, and its quite boring to have to be in the pit 15 times in the race.

Shepherd
04-04-2009, 11:51 PM
1) Free practice at fridays.

2) Mone news from the media. Id like to know what the world thinks of me, rumors about new contracts near the end of the season.

3) I dont see why cars dont get wrecked. I mean, shouldnt they? Besides, it takes a lot of damage to really damage your car.

4) Hard difficulty is not hard enough. Really.

5) Id like to be able to fine tune the mechanics of my car like the drivers really do, and change its performance slightly with it, for better or worse.

6) Specific rivalry among drivers.

7) The time needed to change your tires and put gas should be a lot more variable, i mean, sometimes a team fails to do it the right way.

8) Some cars could break without some apparent reason, like in the real world. It could be another team variable: car reliability

9) Id like to see the gas and tires lasting proportionally to the number of laps chosen. I like to run 40 lap races, and its quite boring to have to be in the pit 15 times in the race.

Gotta agree with all of those tbh.. i hope Si adds them into the game :)
Specially the Car actually getting damage eg Wing flying off.

Rory426
04-04-2009, 11:52 PM
1) Free practice at fridays.

3) I dont see why cars dont get wrecked. I mean, shouldnt they? Besides, it takes a lot of damage to really damage your car.

5) Id like to be able to fine tune the mechanics of my car like the drivers really do, and change its performance slightly with it, for better or worse.

7) The time needed to change your tires and put gas should be a lot more variable, i mean, sometimes a team fails to do it the right way.

8) Some cars could break without some apparent reason, like in the real world. It could be another team variable: car reliability

9) Id like to see the gas and tires lasting proportionally to the number of laps chosen. I like to run 40 lap races, and its quite boring to have to be in the pit 15 times in the race.

http://i7.tinypic.com/68mrqew.jpg

Seriously though, this is an arcade-style game. Some of the ideas are good, but to implement all of the ideas being thrown around would destroy the game's original intent IMO.

joevicentini
04-05-2009, 12:16 AM
http://i7.tinypic.com/68mrqew.jpg

Seriously though, this is an arcade-style game. Some of the ideas are good, but to implement all of the ideas being thrown around would destroy the game's original intent IMO.

No way man, i really donīt see how implementing those features could destroy the game original intent. You can implement all those ideas and it wouldnt make it be less arcade than it is. :)

Shepherd
04-05-2009, 12:18 AM
Everything starts as an arcade game.. look at NSS, now its turned into 3D and a huge game, I'm sure i speak for alot in saying we like games to be detailed, and a challange not some super mario style game with basic graphics, detail and story lines.. Si is doing a GREAT job and this idea was top notch but to compete in the market he knows he has to use these ideas we have. ;)

Sida79
04-05-2009, 11:32 AM
Everything starts as an arcade game.. look at NSS

I disagree. Arcade games are not arcade because they cannot be something else, but because they choose to :) e.g. I'm not a fan of NSS4. I think it's great but 3 was just more to my preference :)

On subject: I've finished about season and a half on hard level and, I have to agree with many, it is just too easy. After scoring about 50 or so points in Force India I got an offer from Renault and am leading the championship with a nice margin half the way.

What I find most necessary are driver skills and perhaps a bit more realistic car performance. I could deliberately choose offers from weaker teams in order to feel the challenge but there is no enjoyment from driver switching teams if they will all perform random/the same and I'd find the "alternative future" aspect of the game the most interesting thing, besides my actual participation in the game, of course.

I would also agree with these:



2) Mone news from the media. Id like to know what the world thinks of me, rumors about new contracts near the end of the season.
3) I dont see why cars dont get wrecked. I mean, shouldnt they? Besides, it takes a lot of damage to really damage your car.
4) Hard difficulty is not hard enough. Really.
7) The time needed to change your tires and put gas should be a lot more variable, i mean, sometimes a team fails to do it the right way.
8) Some cars could break without some apparent reason, like in the real world. It could be another team variable: car reliability
9) Id like to see the gas and tires lasting proportionally to the number of laps chosen. I like to run 40 lap races, and its quite boring to have to be in the pit 15 times in the race.

2) seems easy enough to implement and fun... so if the drivers had skills (or just one skill) it could report of a world champion transfering to a lower team etc :)
4) this is a must I'm afraid :)
9) this is kinda annoying, I must admit :)

Sida79
04-05-2009, 12:39 PM
Also, a few simple suggestions:

- (not important) when you press info button at the start the lights obscure one drivers info
- when you go off the track, even if you don't hit a wall, it should add slight damage to your car!
- when the gap is shown to the car behind/in front of you, that drivers name would add to the 'feeling' as well :)
- (not important) when you enter a track it does not say which grand prix it is anywhere 'inside' it.
- would it be difficult to implement some very basic commentary? for example:
X in the lead! (regardless of your own position)
X in trouble!
Great pass! (for passing without touching)
etc. little smth like that :)

Nugget699
04-05-2009, 01:07 PM
hearing "X in the lead!", "X in trouble!" and "Great pass!" all the time will be horrifically dull and repetitive after about 2 races.

Commentary is one of the few things in a game that has to be done perfectly (as in lots of variations of comments) or not at all. Nothing more annoying in any sports game when you here the same quips, comments, and chatter over and over again.

Shepherd
04-05-2009, 01:22 PM
Also, a few simple suggestions:

- (not important) when you press info button at the start the lights obscure one drivers info
- when you go off the track, even if you don't hit a wall, it should add slight damage to your car!
- when the gap is shown to the car behind/in front of you, that drivers name would add to the 'feeling' as well :)
- (not important) when you enter a track it does not say which grand prix it is anywhere 'inside' it.
- would it be difficult to implement some very basic commentary? for example:
X in the lead! (regardless of your own position)
X in trouble!
Great pass! (for passing without touching)
etc. little smth like that :)

All very good ideas, 2bh i like the commentary one.. be good to just hear somethings like "Jensen has pitted," "Jensen has just set the new fastets lap" (would have to use 1st names as there real n "bittun" wud sound crap lol

Nugget699
04-05-2009, 01:36 PM
So how do you propose differentiating between the two Sebastien's?

Rory426
04-05-2009, 01:40 PM
Two Sebastien's and a Sebastian could be tricky. I agree that commentary has to be done perfectly or not at all. Otherwise it's just an annoyance.

Shepherd
04-05-2009, 02:07 PM
Yeh it needs to be perfect or they just repeat aloud of bull ****
could say there 1st name then 1st letter of last, eg "Jensen B", "Kimi R"
dnoo but i think theres only that problem for the Sebastians.. maybe just 1 of them could have "Sebastian B" or w/e

Sida79
04-05-2009, 02:57 PM
hearing "X in the lead!", "X in trouble!" and "Great pass!" all the time will be horrifically dull and repetitive after about 2 races.

Commentary is one of the few things in a game that has to be done perfectly (as in lots of variations of comments) or not at all. Nothing more annoying in any sports game when you here the same quips, comments, and chatter over and over again.


True, but even the very well done (with numerous variations) comments tend to get boring... that's why the minimalistic approach always worked for me. Only ever so often would it be desireable for it to kick in and to do so in both subtle and informative manner, so that the usefulness of it counteracts the repetetiveness... after all, the crash sounds, the engine sounds, etc, in these games are always the same but nobody really complains :)

Alex Reeves
04-05-2009, 04:09 PM
Commentary wouldn't be worth it - Team Radio like updates would make more sense and be more relevant and immersive. The repetitiveness of these would be less annoying, because they'd let you know things you need to know e.g. car ahead/behind you is quicker/slower; weather is changing; fuel low, pit this lap, new fastest lap/race leader etc.

joevicentini
04-05-2009, 05:14 PM
Gotta agree with the radio approach from Alex.

Shepherd
04-05-2009, 05:38 PM
Ill 3rd that

Cookie Monster
04-05-2009, 06:27 PM
I'll 4th that, but wouldn't that make the game too dependent on sound? I mean, what if somebody doesn't have a sound card / speakers / working headphones?

Shepherd
04-05-2009, 07:17 PM
I'll 4th that, but wouldn't that make the game too dependent on sound? I mean, what if somebody doesn't have a sound card / speakers / working headphones?

Then it will be just like it is now :P

Cookie Monster
04-05-2009, 08:08 PM
Yeah but I guess the Team Radio thing would make the game depend on the user's actions, which would supposedly be based on the Team Radio, or am I wrong? :D

scarfo
04-05-2009, 10:31 PM
I'll 4th that, but wouldn't that make the game too dependent on sound? I mean, what if somebody doesn't have a sound card / speakers / working headphones?
Then they have no business passing judgement on games.

I have a ZX Spectrum with a Kempston Joystick. Can I play the game too?

Sida79
04-06-2009, 06:16 AM
Team radio would definitely work but I don't know about hearing all those things... a player should watch for his own damage, tyre, fuel, track situation and weather changes. Not because it is realistic, but because it is both fun and adds a challenge :)

Alex Reeves
04-06-2009, 09:52 AM
Fair point, but this is a game where reaction times are important, and you need to keep your eyes on the road! A non-visual cue would be nice....

yxxxx
04-06-2009, 07:34 PM
Id like to see a time trial mode with prehaps its own leaderboard. Also it would be good to be able to import and export ghost cars of fastest laps so that people can try and beat them.

Cookie Monster
04-06-2009, 07:39 PM
Or maybe, to expand the online functionalities, have a system like in TrackMania: After you make a time on a track, you can give a link to anybody so they try to beat you.

Cookie Monster
04-09-2009, 06:39 PM
Diop made another suggestion:


Is there a possibility to make the game have unlimited seasons?

I don't know why was the 10-season limit implemented either, but it would be nice to do as many seasons as you want to. :)

captinfranko
04-11-2009, 12:32 PM
I can't help but thinking a management side would add a lot to this game. You could still watch the races but intstead of driving one car be responsible for the hiring/firing of drivers/team staff/test drivers/ developing the car(s) and car livery as well as sponsors and tehcnical stuff/whatnot.

I just like the thought of being able to create my own team and then manage it in formula 1.

bazik
04-13-2009, 11:53 AM
So i ended up buying this game also, Siread did it again, and made super addicting game, congrats!

So after playing it for a while here some sugestions:


Qualifying:

Can you change it to reflect the new rules? I think it would be much more fun. In qualifying there's Q1, Q2 and Q3. In Q1 all cars have 20mins to post a time, and then the last 5, 16th through 20th, don't go through Q2, and they get those places on the grid. For Q2, the remaining 15 get their better times reset and they repeat the process, for 15mins, 11th through 15th get those places, and the last 10, get their times reset again, and go for 12mins to establish the pole.
Another important thing they should already be in place, is that if you are on a flying lap and you go through the finish line before the time to qualify end, you Still get to finish that same lap, regardless of the time being over.
Show the other races best times, to gives an idea of what we are against!

Races

Be able to define the tires and level of fuel at the start of a race
Inverse the racing direction in Brazil - Interlagos, it's currently wrong in 1.04

Pit Changes

Slick tires work too good in the rain, and possibly vice versa?
NEW Times in the wet, even with wet tires, bust be slower than dry times, i'm under the impression that doesn't happen, i could be wrong
NEW Wing Adjustments: Increase the wings (angle) -> Increases Grip and Decreases Top Speed; Decrease the wings (angle) -> Decreases Grip and Increases Top Speed.
This way, for a track with more straights one could decrease the wing, or increase it if we needed more grip. This is also a personal thing, since some like more grip and are willing to sacrifice some speed for it, and vice versa. And this wouldn't over complicate the game with the other Hundreds of possible setup a formula 1 has, since the basics are already there increase or decrease grip is already present because of the weather, and top speed is also already built in.



edit: i'll edit the list with more when it comes to me

siread
04-13-2009, 12:14 PM
All noted. Most points will be addressed in the next update.

bazik
04-13-2009, 12:23 PM
Thany you :)

noticed that you can already see the oppenents times in qualify if you pause :redface:

Keep up the good work!

Sida79
04-13-2009, 01:01 PM
I must say I agree with almost all of these, except for overcomplicating the qualifying session and such.

There are many issues like those that only hard core F1 fans will mind and for everyone else the opposite would be better. It would be strange to alienate a part of arcade games consumers by making it too real. Probably not many of those that want it real will be interested in top down 2D racing anyway :)

bazik
04-13-2009, 01:15 PM
I must say I agree with almost all of these, except for overcomplicating the qualifying session and such.

There are many issues like those that only hard core F1 fans will mind and for everyone else the opposite would be better. It would be strange to alienate a part of arcade games consumers by making it too real. Probably not many of those that want it real will be interested in top down 2D racing anyway :)

i agree with that, but its an F1 game, its not F1 if you dont go by F1 rules is it?

anyway, i, an "hard core F1 fan" would settle for an option on the Settings to turn on or off, the "complicated" (not really) F1 qualifying rules :)

markohladnik
04-13-2009, 01:22 PM
Can't wait for the next update, heheh ;)

bazik
04-13-2009, 01:43 PM
Thany you :)
noticed that you can already see the oppenents times in qualify if you pause :redface:

Ok, i take this back, i was wrong, you cant see the time of the opponents.

bazik
04-13-2009, 03:13 PM
Here is another.

Still keeping it simple, but adding a bit more depth.

NEW Times in the wet, even with wet tires, bust be slower than dry times, i'm under the impression that doesn't happen, i could be wrong

and

NEW
Wing Adjustments:
Increase the wings (angle) -> Increases Grip and Decreases Top Speed
Decrease the wings (angle) -> Decreases Grip and Increases Top Speed

This way, for a track with more straights one could decrease the wing, or increase it if we needed more grip. This is also a personal thing, since some like more grip and are willing to sacrifice some speed for it, and vice versa.

And this wouldn't over complicate the game with the other Hundreds of possible setup a formula 1 has, since the basics are already there increase or decrease grip is already present because of the weather, and top speed is also already built in.

Alex Reeves
04-13-2009, 04:07 PM
All these and a lot of other ideas have been discussed in the main 1.04 thread. I think/hope when 1.05 comes out, we should have an official(ish) RFE thread, to make Si's life easier, much like the wishlists that appeared around the NSS3/NSS4 product cycle. At least if there's one place to find these, he can comment and prioritise these much more efficiently.

It's a credit to Si and the game that so many people are getting involved with suggestions and ideas. Looking forward to that next update!

MarcoGazpacho
04-13-2009, 06:16 PM
I'm happy with qualifying as it is in the game now, but I would be happy if you were allowed to finish the lap you were on when the timer hits zero.

Sida79
04-13-2009, 07:32 PM
i agree with that, but its an F1 game, its not F1 if you dont go by F1 rules is it?

anyway, i, an "hard core F1 fan" would settle for an option on the Settings to turn on or off, the "complicated" (not really) F1 qualifying rules :)

Well, I am an F1 fan, I just try to look from the 'other side' as well :)
100% real would turn (some) off. 100% fun... hard to imagine who :)

bazik
04-13-2009, 11:00 PM
Well, I am an F1 fan, I just try to look from the 'other side' as well :)
100% real would turn (some) off. 100% fun... hard to imagine who :)

But what's not fun about qualifying like that? :blimey: I mean, i think it adds a lot to the drama. you cant just make a good lap time once and be on 1st row, you have the added challenge of making it past Q1, and then Q2, i think its way more fun, and just a tiny lil bit more complex.. is it really that complex when you can explain it in a phrase?

"1st we decide 16th-20th places, then 11th-15th, then the top 10".

How is that hugely complex? :doh:

Alex Reeves
04-13-2009, 11:30 PM
My concern about this (and yes, I suggested it too!) is that it would triple the length of qualifying. The only way it would make a real difference is if there was an implementation of the car setup (eg. Fuel and tyres) being fixed from qualifying to race for P1-10. But at the moment, the fuel strategy is not complex enough for this to make a positive difference.

bazik
04-13-2009, 11:39 PM
My concern about this (and yes, I suggested it too!) is that it would triple the length of qualifying.

yes it would, you gotta point there.
But like you say, if it were to mimic the real thing, having the same tires and fuel starting the race as in the end of Q3, would make it more interesting, adding room to more strategic decisions.

Here's the thing, that would be great, for F1 fans, but i know some ppl here aren't F1 fans, (strangely enough the game is about F1 :P) so there could be, like i said before, a switch ,ON and OFF,for the official rules, to give an arcade flavor for the ones who like it.

But then again, these kind of strategic decisions are a big part of F1 driver, and that's what this game is about. i know lots here play NSS3,4, i do too.. but its a different game, a soccer player decisions are a lot lighter and less relevant to the game than a F1 driver decisions.

Sida79
04-14-2009, 10:29 AM
I'd enjoy it, but I imagine it would lengthen the whole process... I can see people freaking out and skipping it just to finally race, heh
it would not be complex as in hard to understand but in a is-it-really-necessary way. Perhaps if you'd have just one lap for each qualifying stage?

Shepherd
04-14-2009, 11:47 AM
Yeh thats why an On and Off button is needed, Same for things like a Safety Car.. if people like games for realism then they can turn off but if the people who arn't into F1 but just driving games want to bomb it around a track they can turn it off.

nneumann
04-14-2009, 03:32 PM
I'd enjoy it, but I imagine it would lengthen the whole process... I can see people freaking out and skipping it just to finally race, heh
it would not be complex as in hard to understand but in a is-it-really-necessary way. Perhaps if you'd have just one lap for each qualifying stage?

I think the stages thing would be fun but I agree to limit it to 1 or 2 laps. If players are given 10 minutes to get a good lap in then they will drive recklessly trying to get a great lap but if you have only one chance then you will really need to be careful and it would be more tense!

Manta
04-15-2009, 04:54 AM
Love the game as it is, but I would love to see:

(A) Drafting; after a car reaches a certain speed, have a little wavey blurring effect behind the car for a couple of metres to show a slipsteam, in which there is a speed boost for the car behind.

(B) Change to the launch at the start of a race; at the moment, you just hold the accelerator right until the lights drop, i'd like to see a skill or timing mini game (kind of like the start of Mario Kart races where you have to hit the accelerator just before the green light for a good start, hit it too soon and you spin your wheels, hi it too late and stall).

(C) like has been said, I agree you need to be able to change fuel levels/tire type before race start.

(D) Multiplayer, either by 2 or more players in a split screen or online mp....hey! A guy can dream. hehehe, but seriously, drafting and the launch thing.

Alex Reeves
04-15-2009, 10:41 AM
A) Drafting/Slipstreaming would be nice, agreed.

B) Holding the Accelerator down gives you a slower start than hitting it after the lights go out. I don't see the need to change this.

captinfranko
04-15-2009, 05:46 PM
I think drafting and slipstreaming would be cool, DEFINITELY the safety car though, my god that would be brilliant, you could even then weave about to keep tyre temperatures up and then slow up the other cars before the restart like they do in real racing.

I also think a management side would be cool. Perhaps something along the lines of creating your own team and then designing the cars with parts costing different amounts and selecting sponsors and the livery of the car. Namely the better your team did the more money you got and the more you could develop the car.

This could then involve buying things like motorhomes or cars for your drivers and improving your relationships with them (Very much in the same way you do with the team boss when you are a driver).

Definitely definitely safety car though, that would be monster. :dance: :clap: :lol:

Shepherd
04-15-2009, 06:14 PM
I think drafting and slipstreaming would be cool, DEFINITELY the safety car though, my god that would be brilliant, you could even then weave about to keep tyre temperatures up and then slow up the other cars before the restart like they do in real racing.

I also think a management side would be cool. Perhaps something along the lines of creating your own team and then designing the cars with parts costing different amounts and selecting sponsors and the livery of the car. Namely the better your team did the more money you got and the more you could develop the car.

This could then involve buying things like motorhomes or cars for your drivers and improving your relationships with them (Very much in the same way you do with the team boss when you are a driver).

Definitely definitely safety car though, that would be monster. :dance: :clap: :lol:

Now this guy talks sense! listen to him Si :clap:

Fry Crayola
04-15-2009, 08:23 PM
Regarding racing against friends, I'd like to see my friends buy cars of their own accord, instead of freeloading off my success, the goits!

Really though, you should start with a few Mini owning friends, and depending on your level of success you would start mingling with more well-off people who own the better vehicles.

Races should also not be limited to single vehicle types. Obviously you should find it harder to win if you're in a weaker car (just like in the F1, really) but it'd be nice if you could have a race between friends that doesn't involve everyone in a Mini.

On a similar note, if we could buy cars of different colours that'd be sweet.

siread
04-15-2009, 09:41 PM
Safety car is not happening because it's too much work, and to be honest, I just cannot see the enjoyment of driving very slowly. I think it's an idea that sounds nice on paper but really adds nothing of value to the game other than more realism.

MarcoGazpacho
04-15-2009, 10:52 PM
...epsecially on races of 5 laps.

Lap 1: 1st corner smash, safety car deployed.

Lap 2: Cars start to form nicely behind safety car.

Lap 5: Safety car comes in. End of race. :D

Rory426
04-15-2009, 11:13 PM
Safety car is not happening because it's too much work, and to be honest, I just cannot see the enjoyment of driving very slowly. I think it's an idea that sounds nice on paper but really adds nothing of value to the game other than more realism.

Thank god for Si and common sense.

bazik
04-16-2009, 12:32 AM
Thank god for Si and common sense.

AMEN to that!

Fry Crayola
04-16-2009, 01:14 AM
Local times independent of any career, for the quick race mode would be nice, although you'll need to work in a way of entering our names prior to starting a career so we can post times.

Related to this, the ability to play the tracks backwards (effectively doubling the number of playable courses) or mirrored (probably not so straightforward) with times for those too. Also, the game currently doesn't record your fastest time on the test track, which is a shame.

Manta
04-16-2009, 06:23 AM
Is drafting a possibility?

siread
04-16-2009, 08:50 AM
Is drafting a possibility?

It's more than just a possibility. ;)

Sida79
04-16-2009, 11:36 AM
Drafting sounds nice. Managing a team etc. sounds great but would require huge effort in order to just reach the necessary depth, not to mention more :(

I can see the future releases: New Star Grand Prix Manager and New Star Gran Turismo... hehe... maybe not :)

markohladnik
04-17-2009, 09:34 AM
Uuu, update coming today! I think Si has quite some surprises up his sleeve this time ;)

Rory426
04-17-2009, 05:05 PM
Has anyone suggested lapped cars letting the faster cars through?

I find the AI has a more difficult time lapping the back runners than I do, so if I'm leading and I come to lap people, I get past but the 2nd place car will struggle so I'll extend my lead significantly.

captinfranko
04-17-2009, 10:26 PM
My apologies, I didn't realise that it would not be easy to have a safety car and include the management side of things but I simply gave my suggestions in keeping with the title of the thread. I think the game is brilliant and play absolutely all the time.

I dont have the first clue how to program games or even do anything like this so I'm afraid other suggestions I make in the future may not be 'common sense' ones either.

On that note...In my opinion I would love to see some element of testing introduced so that if you got a contract with a rubbish team you could test at different stages throughout the year and improve the car or your relationships or status within the team. Could also possibly work in with lap records I dont know...just a thought.

Can't wait for Mac v1.05

captinfranko
04-17-2009, 10:27 PM
However, New Star Grand Prix Manager...I do like the sound of that.

markohladnik
04-18-2009, 03:42 PM
What do you think about a list of challenges such as in NSS (just shorter)?

Cookie Monster
04-18-2009, 03:42 PM
The achievements you mean?

markohladnik
04-18-2009, 03:44 PM
Erm, yes. I stand corrected.

bazik
04-18-2009, 06:31 PM
this would be cool:

adding a picture of the drivers, alongside with the flags. Of course the original can't have the true drivers, but you know how mods can ;)

also i've said it before: being able to choose our own helmet color would rock, instead of just taking the helmet of the driver we are replacing.

ravezz
04-20-2009, 12:41 PM
this would be cool:

adding a picture of the drivers, alongside with the flags. Of course the original can't have the true drivers, but you know how mods can ;)

also i've said it before: being able to choose our own helmet color would rock, instead of just taking the helmet of the driver we are replacing.

A bit laborious, but you could edit the helmet color by yourself using a paint program. Of course you would have to do this each time you transfer to another team..

scuff
04-20-2009, 01:23 PM
A verbal warning from your pit crew about rain that occurs at the same time as the AI knows about it would be nice. Usually I'm too busy looking at the road and the first warning I get is the red lights coming on whereas they've already pitted before a drop has fallen.

rmallen
04-20-2009, 05:52 PM
A verbal warning from your pit crew about rain that occurs at the same time as the AI knows about it would be nice. Usually I'm too busy looking at the road and the first warning I get is the red lights coming on whereas they've already pitted before a drop has fallen.

This. I've found the same problem... I'll be racing, racing... oh crap, drops of rain... red light flashing... ugh, weather icon so far in the corner!

MarcoGazpacho
04-20-2009, 06:08 PM
Reduce the chance of wet weather- in my last season, 15 races were hit by rain in either qualifying or the race!

And also have more races which start off wet but and up dry- same for qualifying, that could really shake up the grid!

And to be reaaaallllly nit-picky, the weather graphic for Singapore shouldn't show a sunshine, it should be a pic of the moon :D

Shepherd
04-20-2009, 07:28 PM
Players change teams far to often, WHERE IS THE LOYALTY? :P

Sida79
04-21-2009, 04:27 PM
Forget loyalty, my Nelisinho keeps putting my Alonso to shame, how real is that? :P

mscheeres
04-21-2009, 04:34 PM
One thing I would like to see if the ability to zoom out in the Track Editor to show the whole track without scrolling. Would make track editing so much more easier! Especially when creating the layout


And some way to give a "rating" to a mod so you can have a ladder when you start as a driver. You would start at karting (1 star), then Formula Ford (2 stars), Formula 3 (3 stars), GP2 (4 stars) then F1 (5 stars).

DarrenG
04-22-2009, 07:58 PM
Could we have split times ? I know.. when you have a 45 second lap.. to have three split times would be about 15 secs each... but would be good... for both quali and race..


Sector times :)

bazik
04-22-2009, 08:02 PM
Could we have split times ? I know.. when you have a 45 second lap.. to have three split times would be about 15 secs each... but would be good... for both quali and race..


Sector times :)

isn't the ghost car already like infinte sector times? you can see ANYWHERE on the track if you are better than before or not

rmallen
04-22-2009, 08:35 PM
isn't the ghost car already like infinte sector times? you can see ANYWHERE on the track if you are better than before or not

Yep. I don't see a need for anything further since the ghost car is almost always visible, and if it's not, you're way faster or way slower. I don't see what a split time is going to help with in those cases anyway.

Alex Reeves
04-22-2009, 11:45 PM
Yep. I don't see a need for anything further since the ghost car is almost always visible, and if it's not, you're way faster or way slower. I don't see what a split time is going to help with in those cases anyway.

But the ghost car is only available in free practice, not qualifying or racing. Also, the ghost car is only for that individual practice session, not for all-time best laps. I don't think split times would be a bad idea in that context.

P7uen
04-23-2009, 04:00 AM
I think split times would be great fun, imagine seeing a bunch of purple sector times on your in lap :D

I would like to see damage decreased proportionally with increasing race length in the same way as tires and fuel consumption are, although perhaps not as noticeably. Admittedly this is mainly and selfishly because I'm terrible at avoiding other cars but it would still be welcome addition. It's fun when you have a couple of laps to limp round until your pit window, but not when you have 20 more laps with plumes of smoke billowing from your car.

Alex Reeves
04-23-2009, 07:13 AM
I would like to see damage decreased proportionally with increasing race length in the same way as tires and fuel consumption are, although perhaps not as noticeably. Admittedly this is mainly and selfishly because I'm terrible at avoiding other cars but it would still be welcome addition. It's fun when you have a couple of laps to limp round until your pit window, but not when you have 20 more laps with plumes of smoke billowing from your car.

I agree - I'd like to see the damage modelling ramped up, particularly for hitting stationary objects. Basically hitting a wall or any object that isn't moving at speed should require you to do enough damage to have to pit (or worse...). Hitting other cars is about right at the moment, although I think the speed differential between the cars should determine the damage, and the person behind should suffer the most damage to discourage rear-ending other cars and encourage better driving.

In a perfect world, you could allocate damage based on location (Front Wing, Rear wing, suspension/steering for side collisions) and the damage on each location could determine the impact on car performance and repair time (e.g. replacing a front wing could take 6 seconds, damage to front wing decreases acceleration and top speed etc). But this would add a lot more complexity to coding, particularly for crashes. I can visualise how this could be done in coding, but there's an effort/reward issue around whether it makes the game better. Perhaps for NSGP 2!

charlie boy
04-24-2009, 03:14 PM
Sector times could be a good addition to the game
Technical directers would be interesting instead of the car just randomly improving or getting worse every year the technical director of the team should have specialities in what they can improve
Also i feel the strength + reliability of your car should be statistics for the car

I was also wondering if there was anyway of adding engine health giving us a challenge of when to use the eight engines we are limited to in a season

Hope I am making sense :)

bazik
04-24-2009, 03:30 PM
Sector times could be a good addition to the game
Technical directers would be interesting instead of the car just randomly improving or getting worse every year the technical director of the team should have specialities in what they can improve
Also i feel the strength + reliability of your car should be statistics for the car

I was also wondering if there was anyway of adding engine health giving us a challenge of when to use the eight engines we are limited to in a season

Hope I am making sense :)

makes sense to me :) very nice ideas!

Shepherd
04-24-2009, 03:55 PM
Very nice idea, specially like the Reliability idea, i think all these suggestions will not come soon because SI's busy but hopefully NSGP2 or a few months.

captinfranko
04-24-2009, 07:10 PM
I think technical directors would be a good addition and could help develop the car in addition the idea of testing that I proposed earlier. You could have challenges to meet in a test that if you win develop certain aspects of the car differently and if you don't then you could even loose performance.

JimProfit
04-28-2009, 03:31 PM
So i ended up buying this game also, Siread did it again, and made super addicting game, congrats!

So after playing it for a while here some sugestions:


Qualifying:

Can you change it to reflect the new rules? I think it would be much more fun. In qualifying there's Q1, Q2 and Q3. In Q1 all cars have 20mins to post a time, and then the last 5, 16th through 20th, don't go through Q2, and they get those places on the grid. For Q2, the remaining 15 get their better times reset and they repeat the process, for 15mins, 11th through 15th get those places, and the last 10, get their times reset again, and go for 12mins to establish the pole.
Another important thing they should already be in place, is that if you are on a flying lap and you go through the finish line before the time to qualify end, you Still get to finish that same lap, regardless of the time being over.
Show the other races best times, to gives an idea of what we are against!

Races

Be able to define the tires and level of fuel at the start of a race
Inverse the racing direction in Brazil - Interlagos, it's currently wrong in 1.04

Pit Changes

Slick tires work too good in the rain, and possibly vice versa?
NEW Times in the wet, even with wet tires, bust be slower than dry times, i'm under the impression that doesn't happen, i could be wrong
NEW Wing Adjustments: Increase the wings (angle) -> Increases Grip and Decreases Top Speed; Decrease the wings (angle) -> Decreases Grip and Increases Top Speed.
This way, for a track with more straights one could decrease the wing, or increase it if we needed more grip. This is also a personal thing, since some like more grip and are willing to sacrifice some speed for it, and vice versa. And this wouldn't over complicate the game with the other Hundreds of possible setup a formula 1 has, since the basics are already there increase or decrease grip is already present because of the weather, and top speed is also already built in.



edit: i'll edit the list with more when it comes to me
Oh nice! This is basically what I came here and registered to post.

I love this game, but I would like the 'real' qualifying as described above.

Also the different tires, choosing two different compounds before each race and having to use both during the race. Need worse rain traction for slicks.

As for damage.. it would be good to actually have cars peeling apart after x amount of damage aswell, especially wing debris and that onto the track and then having to get safety car and all that great stuff. Also then of course you'd need the different flags. I guess that would be a pretty big update to the game, maybe for NSGP2? :)

Also, someone how do I set more laps for each race? I'd like to do the real amount of laps hehe. Would be good if the amount of tire wear and fuel load/consumption on real length races would scale up so you could actually do a 1 stop strategy on 50 laps for example.

edit: Oh yeah, and sorry if people have talked about at length and mentioned all of the above several times already.. I did read through a lot of this thread but not nearly all of it.

markohladnik
04-28-2009, 03:50 PM
Also, what version are you running?

captinfranko
04-28-2009, 06:41 PM
my god don't suggest the safety car...I did that and got slated for it! Good idea though lol

JimProfit
04-28-2009, 07:44 PM
my god don't suggest the safety car...I did that and got slated for it! Good idea though lol
Hehe. Yeah, I saw the beatdown on that previously in here and other threads.. but I think it should at least be a possibility or a toggle option to go more damage/flags/safety car for long races. I realise that's a lot of stuff to implement for something the author of the game doesn't even want in there, but I want it-- and I've got money :O hehe.

Also, playing the game more I realised the fuel actually does scale up for longer races.. so I'm an idiot for not realising this before.

ravezz
04-28-2009, 08:37 PM
Well, I have a few further suggestions for Si. :)

- First, the pit stops in quick races.
Few minutes ago I played a quick race with Glock on Toyota and refuelling took me 9 seconds while the AI drivers needed only about 7 seconds. It seems like your pit crew in quick races is as slow as in the career mode when your crew relationship is very low. ;)

- penalties for using slicks on a wet track and vice versa are - in my opinion - still too little. If I want to, I can easily win a race by using slicks when it's raining because the AI drivers do a pit stop, even If there's only one lap left.
I'd like to see alternate pit stop strategies for AI drivers when it begans or stops raining - not all of them should come into the pit, maybe a few should gamble and try it with their old tires. I hope you know what I mean :)

Domi

Sida79
04-28-2009, 09:00 PM
Actually, my pit crew is on highest possible level in the current career and I'm getting demolished in the pits... usually I'm leading and after we all pit I'm like... 5th... so I started going into races completely filled up to pit as little as possible... did not help. I'm just running 5 laps now and hoping on never having to pit... lol

JimProfit
04-28-2009, 09:32 PM
Oh yeah, one thing. I think it rains a bit too often in the game. Getting rain in pretty much every single race. A bit much, no?

Cookie Monster
04-28-2009, 10:14 PM
Same thing was happening in 1.07 (the last version I could play because 1.08 crashes when I press a button), even in the Australian track (it rains in Australia?)

ravezz
04-28-2009, 11:37 PM
Same thing was happening in 1.07 (the last version I could play because 1.08 crashes when I press a button), even in the Australian track (it rains in Australia?)

Well, it really does rain in Melbourne. Not that much, but it does ;)

Bahrain or Abu Dhabi are rather concerned here.

bazik
04-28-2009, 11:39 PM
Well, it really does rain in Melbourne. Not that much, but it does ;)

Bahrain or Abu Dhabi are rather concerned here.

Yes Bahrain and Abu Dhabi are certanly wrong, either the climate=3 in the db is wrong, or the game is misinterpreting the climate=3.

Sida79
04-29-2009, 09:27 AM
I did notice much less rain in 1.08... or is it just me :)

bazik
04-29-2009, 11:33 AM
I did notice much less rain in 1.08... or is it just me :)

just you, and im only talking about this extremely dry places, both had rain!

maddonde
04-30-2009, 02:34 AM
Don't know if this was said already, but I'm too tired to read all:

- Auto accelerate - Most of the time (to me, all time) you accelerate, and break only at curves. After two races, my finger hurts as hell. Maybe that option would be nice.

Thanks!

Alex Reeves
04-30-2009, 04:58 AM
Don't know if this was said already, but I'm too tired to read all:

- Auto accelerate - Most of the time (to me, all time) you accelerate, and break only at curves. After two races, my finger hurts as hell. Maybe that option would be nice.

Thanks!

Remap the keys. Use one hand for steering, and the other for accelerator/brake. This eliminates almost all the strain issues.

bazik
04-30-2009, 10:11 AM
personally i use the old 'A'/'Z' to acc/brake, comma/dot to turn

Sida79
05-06-2009, 05:39 PM
A few suggestions:

- different AI "skill" - seriously, this does not have to be complicated in design, it ruins my game to see piquet shaming alonso, etc :)
- if possible, when teams change characteristics mid-season, for bigger F1 teams to have slightly less of a tendency to go down, so they can have bad seasons, but not as many as small teams - seems this would be tricky to realize though.
- a cute cosmetic change would be for top 3 each race to be shown as in grand prix manager, top down cars view, or, if it would ruin the conception of the final screen for all 20 cars in the ranking to have a small image of a car next to their name :)

Sida79
05-06-2009, 05:59 PM
P.S. - on brazil the start lights cover your position all the way to the first curve
- on abu dhabi the curve with the palm tree near the start, behind the chicane, I got stuck there 2 times, once going through the wall and other time ruined the car stuck "in" the wall. I've also seen AI ended there on the wrong side of the wall a couple of times :)

Sven
05-19-2009, 07:34 PM
Don't know if this was said already, but I'm too tired to read all:

- Auto accelerate - Most of the time (to me, all time) you accelerate, and break only at curves. After two races, my finger hurts as hell. Maybe that option would be nice.

Thanks!

Personally, I'd hate this, since I'm much more fond of the old NES-style deceleration rather than braking - there's some tracks where I'll only touch the brake on a hairpin.

My big request would be - and if this isn't possible, apologies in advance - to have the lap counter be proportional. So you'd set how long the race should be, and then you get a differing number of laps depending on the length of the course. So you'd wind up doing approximately twice as many laps at Monaco as at Spa.

Sebby
05-30-2009, 05:01 PM
First of all congratulations for creating such a game. It's just what I have been looking for ages: realistic enough to make me feel like I am really participating yet simple enough not to "worry" me with all these mechanical settings, etc. I hope you keep up the good work! I was thinking about some very specific things that could be improved though and one of them is realism.

Don't get me wrong, as I said the game is realistic enough. However, imagine teams having finances as well. Imagine them paying their drivers, paying for fuel and tyres, paying to repair the cars, etc. That way, you would be worried more about your pit-stops and the way you generally drive. Now, who cares about hiting another car?

floweb
06-11-2009, 08:41 PM
Hey!
Here are my suggestions and wishes for the game:

most important: If I am refilling my car during the pit stop, I would like to see how much fuel the car will get (in %, l, kg or laps) "blue flag": It is very difficult to lap the last car... soft/hard tyres: It is more realistic and you can map out a better strategy (with different optimal tyre temperatures) sector times: As already mentioned, this would be a good addition to the game technical problems during the race(engine damage, gearbox damage,etc.): Every driver is able to finish the race...

adam2610
06-11-2009, 10:13 PM
What are the chances of seeing the new speedometer?

See here: http://www.youtube.com/watch?v=PpTYa_MRFig

robbyd
06-12-2009, 01:27 AM
What are the chances of seeing the new speedometer?

See here: http://www.youtube.com/watch?v=PpTYa_MRFig

i'd imagine it is copyrighted material...

Sida79
06-13-2009, 09:24 AM
I must say you're doing an incredible job with advancing this game Si :clap:
Just one suggestion: could some very often repeated-actions be quickened?
The most bothering for me is going to the casino and having to exit with the home button. A keyboard shortcut key would be very nice, and not just for that action :)

Josh Knight
07-13-2009, 12:27 AM
In NSS you can go from team to team. how about this in NSGP. and have multiple series if possible

Cookie Monster
07-13-2009, 01:42 PM
I believe you can change teams at the end of a season.

desiganp
07-17-2009, 05:36 PM
:)
Hi there guys...

Just a suggestion if Si is thinking of making a "Version 2.0" of NSGP

Would it be possible to have qualifying Shoot-out and Sector timing in the game?

Many thanks

Fry Crayola
07-27-2009, 01:08 PM
If NSGP gets a sequel (and by golly I'd love one - I think it's Si's best game yet) then I'd like to see it expand into other motorsports. Touring cars, Formula 3, karting, maybe even rally. Make a real career out of it all.

Sticking with F1 though, I think there's something to be said with a few simple arcade-style tweaks to set the car up as you please, trading handling for speed etc, within the limitations of the vehicle itself of course.

Cookie Monster
07-27-2009, 01:29 PM
If it gets a sequel, I'd love to see it in 3D! :D

Alex Reeves
07-27-2009, 03:14 PM
If it gets a sequel, I'd love to see it in 3D! :D

If by 3D you mean having a track that is still viewed from top-down, but can include hills and valleys, then yes. If you mean a 3D engine, then absolutely not.

My wish list :

* Location-based damage modelling (simple stuff though, front/rear and left/right side only). Damage type will directly affect car performance e.g. Front damage = loss of speed, side damage affects handling etc.
* Choice of Soft/Hard Tyre, and a reflection of F1 rules by requiring both tyre sets to be used in the race. Soft and Hard tyres can have different properties as far as modifying speed/handling/acceleration, as well as different wear properties.
* Expand online records to include race record times.
* Ghost lap/races that can be saved, replayed and potentially downloaded/raced against.
* Weather reports for the day/week. Should be inaccurate enough to reflect real weather reporting... :)

Cookie Monster
07-27-2009, 03:28 PM
Maybe a 3D engine with various cameras, terrains and all that?

robbyd
07-27-2009, 11:52 PM
Ok, this of course will be mainly directed at Si-Read, but i'm looking for other people's input as well; but time is rolling on, and the I think if New Star wants to make the kind of advancements for NSGP that it did for NSS then it's time to get thinking about NSGP2!

So, i'll say it now:

Si, I'm putting myself forward to help you in any way I can with the game in the future, whether it's art-work, research, stats, track design, scenery, testing, whatever...i'll be willing and indeed pleased to help!

So here are my suggestions, wants (needs :P) and wishes for NSGP2



1: "It depends which way you look at it..."

The one thing that set NSGP apart from the normal drudgery of F1 simulations that are churned out by the multi-million corps, and indeed the indy scene; was it's highly accessable, arcade, pick up and play, top down gameplay. So, if there are strengths in the game already, why break them by changing them? I personally think it would be a travesty to change the style, feel and pitch of NSGP, especially considering the very strong modding community we have here, so:

KEEP top down view, simple cartoon graphics, pick up and play value

2: "Living in a box..."

One of the major gripes i've had with NSGP is it's editor. Don't get me wrong, I love the fact that you can create your own tracks, and the very in depth customising possible, but it seems that my ideas and aspirations are limited by what the game can do; mostly by track placement. The major ommisions in my eyes are as follows:

- Free-form track placement

If you imagine the track placement being in the same fassion as the placement of the racing line, or the walls you may get where i'm coming from here. Imagine being able to replicate precisely the angle and curvature of each corner of a real-life track;no more compromising on something that looks "close enough", instead you get to put the track wherever you want!

- Elevation, Elevation, Elevation

Another real gem sorely missing from NSGP is gradients. Sure, putting the casino hairpin in at Monaco gives you a sense of driving a replication of Monaco, but imagine:
You turn right and down the hill to casino, you throttle on as the car gathers speed from the slope, slamming on the brakes just in time to free roll the car round the corner.
It's all well and good having tough corners, but imagine the challenge of considering your braking zones on negative inclines, getting it just right, so you don't a) brake too soon and loose ground, b) brake too late and shoot off the track into the wall!. And on the other side of the coin; yes I need to go slow through this corner, but I need speed to get up the hill after it; do I play it safe and risk losing ground on the hill? Or do I risk falling off the racing line pushing for acceleration in the corner?
Of course, showing an incline in 2d isn't the easiest thing, but with some good shading and learning the tracks it would really add to the game!

-Bridges!

This has been talked about numerous times before, but we're all aware that there is a desperate need for some kind of crossover bridge piece, and one that looks like a bridge too; ie cars go under and over, rather than through each other, or crashing.

-Bigger maps!

Need I say more, the current map space for the trakc laying simply isn't big enough for the more ambitious amongst us. I want to be able to create authentic Nurburgrings, and the Isle of Man TT course (with mountain region!). As it stands I can't do either, because i'm continually running out of space.

"3: Technicalities?"

F1 is probably the most technical of all the major motorsports, and it is important the NSGP2 reflects this, even in the smallest way. As it stands, you have very few options open to you; Kers, Tyres, Fuel. Next season, two of those (Fuel and Kers) will be taken away...what then?!
I'm not asking for telemetry here, but simple things; for example; give us a setting for:
Front wing angle,
Rear Wing angle,
Steering lock,
Real tyre compounds (soft, super soft, intermediate, hard, wet etc)

And these need to have an effect. For example, in Monaco, you want a hard-wearing tyre, high steering lock, high downforce. Whereas in somewhere like Monza, you want a softer tyre, low downforce, low steering lock. These small things would make a world of difference in the one area the game falls flat, depth! It's not rocket science, and keeps the game from being too nerdy for the casual gamer, keeping concepts we all understand!

While we're on technicalities, why not give us engine stress that dictates how hard we can push the car, eventually resulting (if we're not careful) in engine failure. I'm not asking for body parts flying, or wheels falling off, that would detract from the fun factor, but this would add another dimension to get NSGP from droning round and round lap after lap.

The same goes for something like tyre and track temperature. We've seen the effect of low temparatures on teams like Brawn over the last few races, why not have a temperature guage in the weather icon, dictating what type of tyre one might choose, and how much grip each tyre would give in each condition!

4: "The clone wars..."

When NSGP first arrived, racing was like taking on 21 robots (which indeed I suppose it is!). All drivers had the same abilities, Nelson Piquet was annoyingly quick, and no-one was finishing in the right places for their real-life counterparts. The along came a small, although slightly hit and miss fix, drivers performed according to their record.
However, as we have seen this season, records count for naught in F1, and now we have the annoying problem of Rubens skinning Jenson (to name but one *cough* Hamilton *cough* Alonso). It's just not enough. A more elegant solution would be to open up more database columns for driver ability, handling, mistakes, driving smoothness, how kind they are to the car, how light they are on their tyres, how well they do in qualifying, how well they do in a race, driver aggresiveness, how well they stick to the racing line etc. It could all be so wonderful, yet as it stands it's one of the main things preventing me from enjoying the game!

------------

Thats all I can think of for now, but as I say, this is all open and I'm sure other people will have things to suggest, especially in the season mode which isnt really my field, as i've never played NSS.
I hope you don't take all this the wrong way Si, believe me, there is no greater fan of NSGP than me, but the sheen is starting to fade now, and the more I play the more I find myself spotting the few flaws that hold it back, rather than the overall greatness!

Hope you have some constructive criticism for this, because rather than "Taken on board", i'd like to hear your take on the feasibility of all this. We are a very strong community here for such a new game, and you know that if you make it, we will reward you with our loyalty, our purchases and our recommendations of the game to others, we are your biggest adverts for the game, and we want to be a part of NSGP2.

Thanks for reading, now if you'll excuse me, i'm off to do a few laps of the Nurburgring before bed, later!

Fry Crayola
07-28-2009, 12:58 AM
The beauty of the game is that it's classic old-school top-down racing, done brilliantly. Shifting it to a standard in-car or chase camera in a 3D environment would lose all of that and make it another me-too clone.

robbyd
07-28-2009, 02:04 PM
The beauty of the game is that it's classic old-school top-down racing, done brilliantly. Shifting it to a standard in-car or chase camera in a 3D environment would lose all of that and make it another me-too clone.

precisely!

siread
07-29-2009, 08:48 AM
1: "It depends which way you look at it..."

2: "Living in a box..."

"3: Technicalities?"

4: "The clone wars..."


Yep, all taken on-board! ;)

But seriously, I'm not sure when I will start work on NSGP2 as I am keen to do tennis and golf and a little project called NSS5. However, when I do I will certainly include some more technical features to add depth to the game (though they will be optional for more casual players). I also want to revamp the graphics to give it a more professional look, not necessarily a realistic style but less amatuerish. Gradient and perfect track curves might be difficult but it's certainly something I will look at closely and I wouldn't consider it impossible.

There will definitely be AI driver stats. :)

By the way, I have moved Robby's thread into this one so that I can locate it easily when the time comes.

Paranhos
07-30-2009, 09:25 PM
I was thinking of some ideas for the editor:

-Undo/redo
-No rotation limits and snap-to-grid limitations for track tiles and ground tiles, treat them if they were regular objects
-Changing the map size's in width and height (Up, down, left and right)
-A connect-the-dots tool: You choose two points in the map, A and B, and a track tile, wall, or tyre wall will be automatically made, similar to placing points in the walls, pit lane and racing line section in the editor.
-Be able to change the width of the track tiles, also the radius of the corners, to make them larger.

Fry Crayola
07-31-2009, 09:39 PM
However, when I do I will certainly include some more technical features to add depth to the game (though they will be optional for more casual players).

Absolutely. Colin McRae Rally 2.0 is a pretty good example of this. The default settings for your car are more than adequate for the event ahead, but if you have some additional preferences or you reckon you can get a little more out of the beast you can tweak it to your liking.

It's all pretty simple as well, and doesn't go into too much detail. Each area consists of a single slider, and a short description of what that slide does. Suspension, for example, can be adjusted from soft (for rough terrain) to hard (for tarmac and other flat surfaces).

It kinda falls just the right side of the arcade/sim divide, and is even inviting enough for a long time casual player to start experimenting.

Honda4Life
07-31-2009, 11:14 PM
I don't know if anyone suggested this yet, but for a future update perhaps, but what do you think about ANY contact whatsoever with your teammate yielding an immediate unhappy face from the boss and pit crew?

Fry Crayola
08-01-2009, 12:13 PM
I think that'd be a good touch, yeah. You'd probably have to build in some sort of awareness over whose fault it was, as I'd hate to lose relationships with the guys when I'm racing normally and my team mate shunts into me.

Mind you, it is usually the other way around. :D

Honda4Life
08-03-2009, 04:05 PM
I think that'd be a good touch, yeah. You'd probably have to build in some sort of awareness over whose fault it was, as I'd hate to lose relationships with the guys when I'm racing normally and my team mate shunts into me.

Mind you, it is usually the other way around. :D

haha, I won't ask what percentage of the time "usually" applies. :P

bazik
08-04-2009, 09:35 AM
my 2 cents...

- remove the boost for championship winners, it ruins the balance, i have raikonnen being great, while this season he is just normal.. drivers should have skill levels in 2.0. and their performance should be car specs + driver skills, with more relevance on car specs.

Alex Reeves
08-04-2009, 12:56 PM
my 2 cents...

- remove the boost for championship winners, it ruins the balance, i have raikonnen being great, while this season he is just normal.. drivers should have skill levels in 2.0. and their performance should be car specs + driver skills, with more relevance on car specs.

I agree with this, but what should also happen is that drivers skills change over time, based on results and random variables. Here's some suggested stats and their effects on driver behaviour :

Experience - Affects awareness/visibility of drivers on side and rear. Increases over time to an optimum point, but can be above or below that optimum point (e.g. too big or too small).

Engineering - Affects their ability to improve a car's technical state. This skill is a modifier for improvement of a car over the season in Handling.

Tuning - Affects their ability to improve a car's technical state. This skill is a modifier for improvement of a car over the season in Speed+Acceleration.

Aggression - This is a modifier for the driver's ability to manage overtaking and late-braking into corners/defending. Another optimum point modifier, so can be too high or too low.

Precision - This reflects the driver's ability to stay on the racing line and hit the ideal braking and acceleration points for the racing line. Another optimum point modifier between early and late.

All of these would either be modifiers for driver AI or car stats as they exist today. Particularly with the engineering and tuning abilities, this would also allow certain teams or drivers to improve during season, as well as a more dramatic change of skills at the end of every year. This would really keep the variety in the game, and allow for the equivalent of "mid-season testing" to come into play. You should also be able to create "classic" drivers using this, and create plenty of variety in the championship!

Thoughts?

bazik
08-04-2009, 03:03 PM
I agree with this, but what should also happen is that drivers skills change over time, based on results and random variables. Here's some suggested stats and their effects on driver behaviour :

Experience - Affects awareness/visibility of drivers on side and rear. Increases over time to an optimum point, but can be above or below that optimum point (e.g. too big or too small).

Engineering - Affects their ability to improve a car's technical state. This skill is a modifier for improvement of a car over the season in Handling.

Tuning - Affects their ability to improve a car's technical state. This skill is a modifier for improvement of a car over the season in Speed+Acceleration.

Aggression - This is a modifier for the driver's ability to manage overtaking and late-braking into corners/defending. Another optimum point modifier, so can be too high or too low.

Precision - This reflects the driver's ability to stay on the racing line and hit the ideal braking and acceleration points for the racing line. Another optimum point modifier between early and late.

All of these would either be modifiers for driver AI or car stats as they exist today. Particularly with the engineering and tuning abilities, this would also allow certain teams or drivers to improve during season, as well as a more dramatic change of skills at the end of every year. This would really keep the variety in the game, and allow for the equivalent of "mid-season testing" to come into play. You should also be able to create "classic" drivers using this, and create plenty of variety in the championship!

Thoughts?

Agree, but i dont like the results influencing this too much, unless is in a controled fashion, otherwise, we will have pilots who have good 1st seasons tending to semi god drivers after 10 seasons, and drivers who did poorly in their 1st season having the racing skills of a door mat!

Sida79
08-05-2009, 10:14 AM
Skills are a must but I'd rather have it simple. Perhaps some form of specialty though, like 'aggressive' or 'good on wet' etc.
Would be nice if a driver gained a bit of skill afer becoming champion. Not too much though.

bazik
08-05-2009, 11:03 AM
Skills are a must but I'd rather have it simple. Perhaps some form of specialty though, like 'aggressive' or 'good on wet' etc.
Would be nice if a driver gained a bit of skill afer becoming champion. Not too much though.

i agree on the simplicity, i disagree on the skill for the champion... its being skilled that makes a champion, not the other way around, that skill for the champion already exists in the current version, and i hate it. Kimi is winning championships when is he is so dull this season.

Frank_will
08-18-2009, 10:08 AM
I completly agree on the fsct that single drivers need different skills,
an other thing that the game needs in my opinion is:

Car failure

Should be more difficult to drive on wet with dry tyres and the other way around

Weather should change less during a race

Timetrial

Possibility to edit different car phisics

Cookie Monster
08-18-2009, 12:15 PM
Terminal failures should be a on/off option and i think you can edit car 'physics' in the Engine.ini
btw does the car weight change with the fuel you choose?

carlalsford
08-18-2009, 03:33 PM
Terminal failures should be a on/off option and i think you can edit car 'physics' in the Engine.ini
btw does the car weight change with the fuel you choose?

It seems the weight is taken into account.

The car goes faster with less fuel in, such as at the end of qualification/races, compared to the start.

felipe1337
08-19-2009, 01:42 AM
I'd like to see car part damage, such as punctured tyres, damaged steering, gearbox partial failure(losing a single gear, gears don't change propperly...) it would be nice aswell to have some skills, like, fernando alonso's car is well set-up beacause he knows how to help the engineers to do it, or a pilot who's more agressive but may commit more mistakes, or a pilot who doesn't takes risks.

EDIT:
How about a fuel counter to show how many laps can you do with the selected amount of fuel/amount you have in the car? or at least how much fuel(in kilograms, liters?) you got/selected, so it needs you to calculate how many laps you got(adds realism)

Qualification divided in stages (it's really hard to try a pole with 20 cars in)

Frank_will
08-19-2009, 09:29 PM
Yep, i see that drivers skills is very quoted!

I think we should also be able to put the race lenght not in laps, but in distance, km or miles, so that the races during the championship have more or less the same distance.

Sebi Komianonen
08-19-2009, 11:38 PM
Yep, i see that drivers skills is very quoted!

I think we should also be able to put the race lenght not in laps, but in distance, km or miles, so that the races during the championship have more or less the same distance.

That's not the case in real life though, is it?

bazik
08-20-2009, 08:44 AM
That's not the case in real life though, is it?

01- Australia, 58 laps, 308 km
02- Malasia, 56 laps, 310 km
03- China, 56 laps, 305 km
04- Bahrain, 57 laps, 308 km
05- Spain, 66 laps, 307 km
06- Monaco, 78 laps, 261 km
07- Turkey, 58 laps, 309 km
08- Britain, 60 laps, 308 km
09- Germany, 60 laps, 309 km
10- Hungary, 70 laps, 307 km
11- Europe, 57 laps, 309 km
12- Belgium, 44 laps, 308 km
13- Italy, 53 laps, 307 km
14- Singapour, 61 laps, 309 km
15- Japan, 53 laps, 308 km
16- Brazil, 71 laps, 306 km
17- Abu Dhabi 56 laps, 309 km

I honestly hope you were asking a real question, instead of a rhetorical one :P.

Frank_will
08-20-2009, 08:58 AM
01- Australia, 58 laps, 308 km
02- Malasia, 56 laps, 310 km
03- China, 56 laps, 305 km
04- Bahrain, 57 laps, 308 km
05- Spain, 66 laps, 307 km
06- Monaco, 78 laps, 261 km
07- Turkey, 58 laps, 309 km
08- Britain, 60 laps, 308 km
09- Germany, 60 laps, 309 km
10- Hungary, 70 laps, 307 km
11- Europe, 57 laps, 309 km
12- Belgium, 44 laps, 308 km
13- Italy, 53 laps, 307 km
14- Singapour, 61 laps, 309 km
15- Japan, 53 laps, 308 km
16- Brazil, 71 laps, 306 km
17- Abu Dhabi 56 laps, 309 km

I honestly hope you were asking a real question, instead of a rhetorical one :P.

Exactly Bazik:lol:

another thing, don't you think that it should be more difficult to drive on rain condition, and we could have also different rain level, as well as interm tyres, or is this going to ruin the arcade atmpsphere of the game?

bazik
08-20-2009, 09:04 AM
another thing, don't you think that it should be more difficult to drive on rain condition, and we could have also different rain level, as well as interm tyres, or is this going to ruin the arcade atmpsphere of the game?

i think how it is right now its good, its slower to drive in the rain, like it should, even with rain tires, intermidiates would be too much options, i think

robbyd
08-20-2009, 10:55 AM
I disagree, intermediate tyres would allow you to fly while the track is drying out, as it stands you have the choice of being severely off the pace, or sliding all over the place on slicks.

As far as driver AI goes, we're all getting a bit ahead of ourselves here. Let's not forget that this is still NSGP1, and therefore we have to work with the restrictions the game imposes upon us.

I'd be quite happy with one collumn, simply labelled "AI Boost", that operated on a scale from:

-10 >> -5 >> 0 >> 5 >> 10

For example, we'd give the drivers in form, or with overwhelming talent such as Lewis Hamilton the full ten, where people like Jenson be on a 6/7. People like the now *cough* unemployed Nelson Piquet Jr would be down in the -8 region...

I can't see too many problems implementing it, it seems simple enough for the game to understand and use, not to mention effective and tangible. The current system is far too hit and miss, and this gives us a concrete value that the game couldn't possibly be abstract with. The only problem is getting Si to do it :rolleyes:

bazik
08-20-2009, 11:22 AM
I disagree, intermediate tyres would allow you to fly while the track is drying out, as it stands you have the choice of being severely off the pace, or sliding all over the place on slicks.

well, the thing is, the track only dryes, for about 1 lap or less (on a 10 lap race), and it only takes 1 lap to get from dry to full on monsoon. that's why i dislike the intermediate option, because it wouldn't be worth it.

BUT, if the weather were less of extremes, and it was possible to have light rain, or prolonged periods of transition, that would be great :)

felipe1337
08-20-2009, 01:00 PM
1.How about weekly salary?getting money from races isnt the best when you have a force india or a toro rosso

2.Events, such as in NSS

3.I don't see any sense in buying houses and cars for yourself, is there one?if not, how about creating one?

i know my ideas are probably crazy and would require imense gamecode changes, but are they possible?

Sebi Komianonen
08-20-2009, 01:05 PM
01- Australia, 58 laps, 308 km
02- Malasia, 56 laps, 310 km
03- China, 56 laps, 305 km
04- Bahrain, 57 laps, 308 km
05- Spain, 66 laps, 307 km
06- Monaco, 78 laps, 261 km
07- Turkey, 58 laps, 309 km
08- Britain, 60 laps, 308 km
09- Germany, 60 laps, 309 km
10- Hungary, 70 laps, 307 km
11- Europe, 57 laps, 309 km
12- Belgium, 44 laps, 308 km
13- Italy, 53 laps, 307 km
14- Singapour, 61 laps, 309 km
15- Japan, 53 laps, 308 km
16- Brazil, 71 laps, 306 km
17- Abu Dhabi 56 laps, 309 km

I honestly hope you were asking a real question, instead of a rhetorical one :P.

:D I really didn't know. :)

robbyd
08-20-2009, 03:38 PM
oh and Si, for heaven's sake please either turn off the extensive scroll or let us edit those tiles, it's ruining any track that goes to the edge of the map; making tracks like Nurburgring, Spa, Isle of Man TT and others completely undriveable, and ugly as hell.

As it is i'm using a previous version where the weather is broken and where several little bugs are hampering the progress of my mods and edits, just because of this! It's insane!

Please, if theres one thing I ask of you, either give us more map space, or turn this thing off!

bazik
08-22-2009, 11:38 PM
Well, i dont want nothing on this list done until the online mode is running with no major bugs, but i think its never too soon for ideia sharing.

One of the things i've been thinking is about Lan mode.
It would be very nice to have the chance to also play lan, instead of just online, and i have a bold idea about this.

Lan and Online mode, could have Quick Race and Championship modes (the progress of championships or cups can be saved in the server).
Buuuut, heres' what i think, we invite our friends over, they wont have NSGP with a lisence will theY? so we just wont play them, so here is my suggetion, make the demo, allow free (without license) quickrace on LAN mode (NOT ONLINE).. this way the game would spread, and then after the people are hooked, they will want to play online too, hence they will pay the very reasonable price simon asks for games.

Online could have a big ladder... a championship, with qualify at sat.. and race on sunday. and the last X drivers would be relegated.. the top X from bellow promoted.. etc..


what do you think?

Honda4Life
08-23-2009, 09:52 PM
how about a scrolling back space/delete for the chat box? Unless it's only me, for some reason I have to press backspace as many times as I want it to back up, one character at a time instead of just pressing and holding. Lame suggestion, I know.

bazik
08-28-2009, 03:52 PM
no one else wants to see a universal multidivision ladder? :rolleyes:

Alex Reeves
08-29-2009, 06:19 AM
I've already commented on what I'd like to see as far as online rankings are concerned. Timezones and logistics make real-time racing leagues complicated. Being able to save and upload races and laps and run these as ghost challenges I think would make for a better and fairer ladder.

bazik
08-29-2009, 09:51 AM
I've already commented on what I'd like to see as far as online rankings are concerned. Timezones and logistics make real-time racing leagues complicated. Being able to save and upload races and laps and run these as ghost challenges I think would make for a better and fairer ladder.

but for that to happned we didnt even need to have an online feature...
i think if online is smoth, there will be a league.. its just a matter of time

Alex Reeves
08-29-2009, 02:01 PM
There's no reason we can't do both, I just know that timezones make getting disparate people together at a regular time pretty tough.

I'd still really like to see a save lap/race feature. I just did 1:01 around the Nurburgring in the wet, and I would have loved to save/post it so that people don't see that as an idle claim. I'd also have really liked to set that as a ghost-lap challenge to people, or have some way of indirectly competing with other's best race times and laps. The lap records comp is the main thing that has kept me motivated with the game, and while I like the idea of an actual online race, I know that the reality of getting a match at a reasonable time in my timezone will be tough.

siread
08-30-2009, 08:25 AM
Currently timezones are an issue but the online feature is not part of the official install file and has not been announced to anyone outside of the forum. There will hopefully be a lot more players around once those two things happen.

I haven't discarded the idea of uploading laps but it's not as easy as it sounds.

redmelons
08-30-2009, 10:50 AM
Pit Lane Indicator
-------------------

It seems to be a bit difficult to know when damage is affecting performance (http://www.newstarsoccer.com/newstarforum/showpost.php?p=96634&postcount=4) and by how much, so I think a pit lane indicator which advises that the pit crew think you should come in would be a useful addition to the weather indicator. Of course, the driver should be free to ignore the request, introducing another element of strategy without overcomplicating the 'arcade' style.

Cookie Monster
08-30-2009, 04:49 PM
In-game chat.

bazik
08-30-2009, 10:47 PM
In-game chat.

i found it very hard to take a screenshot without crashing, how are you hoping to chat?

Cookie Monster
09-08-2009, 11:07 PM
I just had an idea to expand on Alex's idea of ghost lap uploading: maybe if the user agrees to in NSGP, when you do a quick race the data could be transmitted to NSG's servers and stored for about 7 days or so, and then at the end of the race you'd get an ID you could send to your friends so they could race at the same time the ghost races (therefore no need for download before race would be needed as the race would be done as the same time as the replay starts being played)

GnarlyBagel
09-12-2009, 08:55 PM
I would like to see a safety car. Say, when someone crashes into a wall it would come out for a lap. Or, when a certain amount of damage occurs, evreyone slows down and can't pass.

bazik
09-13-2009, 12:13 AM
I would like to see a safety car. Say, when someone crashes into a wall it would come out for a lap. Or, when a certain amount of damage occurs, evreyone slows down and can't pass.

its been discussed, and it was labeled a bad idea, i agree it is..

Toyoda
09-13-2009, 08:50 AM
I don't know if this has been said,
But I think a long term contract would be nice instead of a contract for 1 season.
Now you can always drive the best car after winning the championship.
It would be very nice if you sign a 3 season contract with lets say force india and have a better car after 2 seasons or not having a better car.

xaris14
09-13-2009, 03:09 PM
another idea is to exist more choices of tyres, as hard, intermediate, soft and wet so each type of tyres gives the proportional speed in the vehicle.

Alex Reeves
09-20-2009, 03:50 AM
Kudos again for Si for adding the replay feature. A few RFEs around this :

- The ability to save replays in Practice/Qualifying sessions.
- The ability to save and re-use best ghost laps in practice/qualifying/race (This has massive potential, as it can be used as an upload/download feature with the lap record leaderboards for training and challenge purposes).
- Some sort of Race editor feature, so that highlights packages can be put together. Doesn't need to be complex, just the ability to cut sections in or out of a replay.
- Compression of the race files, on average they seem to take about 1-1.5MB/lap, but the saved file compresses using .zip to about half the size. For longer races, I would expect that to get more efficient.

Alex Reeves
09-30-2009, 01:42 PM
Further RFE for Replays - show the race times at the end of the replay! I had an idea that replay files could be used to validate race times, and this could be the basis for an (offline) online time-based competition. As it is, the replay doesn't show times, so can't be used for this. Ideally, it would be good to get replay stats including lap times, tyres and rain details, but for simplicity sakes just getting the race time conclusion sheet would be sufficient.

Alex Reeves
10-04-2009, 04:04 PM
Perhaps not in-game chat, but lobby chat would be very handy without a game required - esp.for those times when we're trying to troubleshoot why we can't get a game set up.

felipe1337
10-23-2009, 02:57 AM
Pilots retire: then new pilots join, there could be a list of pilots from F3/300, GP3/2 or whatever you want that can join a team when a pilot retires, or fails to get a contract, the he joins the "inactive" list, with a chance to comeback(or even test pilot joins in his place)

Car crashes: lethal damage i.e wrecked car, when you hit a wall doing 100mph it probably scratches the car a bit ;)

Sida79
10-28-2009, 03:36 PM
Not a serious suggestion, but it would be great: driving a career of real f1 seasons. e.g. if the career lasts 15 years you start driving in 1994 with teams and drivers changing either as they did throughout the years, or randomly, to simulate an alternate history line... hmmm :)

Paranhos
10-28-2009, 04:41 PM
Great idea! Perhaps we could have a huge DB, with as many seasons as possible, so we could pick the season we'd like to! I'd help with the DB. :D

Wulfyn
11-07-2009, 10:25 AM
chat functionality in the online lobby - is proving a bit hard to co-ordinate games without it!

Cookie Monster
11-07-2009, 11:14 AM
Perhaps even in-game chat. That'd help if my car or connection suddenly fails or I stutter a lot!

King Rob
11-07-2009, 11:19 AM
Not a serious suggestion, but it would be great: driving a career of real f1 seasons. e.g. if the career lasts 15 years you start driving in 1994 with teams and drivers changing either as they did throughout the years, or randomly, to simulate an alternate history line... hmmm :)

very good idea mate :D

Alex Reeves
12-06-2009, 01:47 AM
Hi All,

Those here would agree that we've got a monumental amount of fun out of NSGP, but there's a lot more that could be done to improve the game. Below are some of my thoughts on reasonable RFEs for version 2 of the game. Please add and debate below :

Note this is only for the online and multiplayer aspects of the game. A separate thread should be started for single-player enhancements.

Online Racing RFEs
- Dedicated Server Support
- Server-based lap/race records
- Server-based championship setups
- Spectator Mode support
- Save Replay option in Online games (for posterity and judging!)
- Fix Host qualifying last bug
- Option to turn racing collisions off on server (a la Trackmania, or how quali works now!)
- In-race messaging (mainly for reports of connection issues, I can't imagine people chatting and driving at the same time!)
- A permanent lobby for communication/chat
- Alter length of qualifying to 1,2,3,5 laps
- Configuration options for cars e.g. allow a certain number of stars for car setup, which drivers can enhance speed/handling/acceleration etc. Possibility to add some sort of handicapping for racers by giving them less stars.
- Improved prediction models of where cars are in cases of lag (too many bump moments happening on only one screen at the moment!)

Leaderboard/Pseudo-Online RFEs
- Record and upload record laps to leaderboard, for verification and replay.
- New mode - time trial. This would allow laps and/or races to be uploaded and used for challenges between players offline as ghost races.
- Race time leaderboards as well as lap time leaderboards.
- Online driver ranking leaderboards, based upon points for lap times, race times and ghost challenges.

Alex Reeves
12-06-2009, 03:58 AM
This thread is designed to collect ideas and enhancements for NSGP v2. Please keep the ideas realistic, sensible and above all, about improving the enjoyment of the game!

Single Player RFE ideas

- Multiple competitions supported eg. GP2, GP3000, A1GP. Perhaps also allow the game to be modded easier to allow fan-made competitions. Options like damage, refuelling laps etc, can be tied to different competitions.
- Game should be set up to allow you to progress a career from lower competitions up to F1. Car capabilities and driver skills can change between competitions to add variety.
- Ability to tweak cars slightly up and down for different races eg. add acceleration, but reduce handling. Changes should only be slight to avoid unbalancing the game.
- Allow tracks to be run in reversed configuration - this instantly doubles the number of tracks available!
- One-off events for team testing/tryouts/cash bonuses. These could include time trials or one/one races, or in-race objectives (defeat rival, beat particular lap/race time, win from the back of the grid etc.)
- Make money relevant to the game in some way - perhaps an F1 license costs a certain amount? Not sure how to build a sensible economic model, but at the moment all items related to earning $$$ are irrelevant.
- AI driver skills profiles that affect their style of driving to a greater degree than currently.

In-Game RFEs

- Add different tyre types and effects e.g. Soft/mediium/hard/wet. Add values to the different types of tyres eg. Soft tyres wear out faster, but provide better speed and disintegrate as soon as weather changes. Hard tyres might handle better, but not go as fast etc.
- With above, require a tyre type change in the race. This will mix up the characteristics of cars in race and add to race strategy.
- Improved damage modelling - damage may cause a loss in aerodynamics, affecting speed and/or handling. May also casue the car to "lean" left or right, or cause a fuel leak causing increased loss of fuel.
- Section times on laps
- Per-Section and lap telemetry times (for the stats freaks amongst us)
- Increase the difference and difficulty levels of wet driving compared to dry. Personally I think that the way that dry tyres handle in the wet is how wet tyres should work, with dry tyres taking an even heavier hit once rain has settled.
- This is a pipedream, but I'd love it if the AI could "learn" from your racing lines and adapt its own lines to copy you. Perhaps another way this could work could be to adapt online racing profiles from other racers and allow them to populate your own single-player racing.

peter-27
12-06-2009, 10:51 AM
I think Alex covered everything there...:P

I would also like to see pit garage order change at the start of the new season depending on where teams finished the championship last season.

Toyoda
12-06-2009, 03:13 PM
Lets not forget about contracts!
Letting you race for like 3 years with the same team?
Or testing days to see if your any good for the team to make it as there race driver.
Sponsors? --> buying your way in to a F1 team like force India or so.

I would love to see who will be my team mate in order to win the contructors title. Now I have a good car and make it almost everytime to be in top 3 but with a team mate running like below 10.

negotiations between you and a team for a contract would be cool to!
So if you are any good you can say who you would like to be your team mate?

The amount of cash you will receive?
Clausules over the amount of points / wins to make in a season?
getting you fired when doing a bad job for the team.

brings more dept to the game between seasons.

Sida79
12-06-2009, 03:19 PM
Nice work :) No intelligent comment for now, but here's how I see it:

A must!
- Fix Host qualifying last bug
- A permanent lobby for communication/chat
- Option to turn racing collisions off on server (a la Trackmania, or how quali works now!)
- Dedicated Server Support

I'd like to see that!
- Alter length of qualifying to 1,2,3,5 laps
- Server-based lap/race records
- Server-based championship setups
- Spectator Mode support
- Improved prediction models of where cars are in cases of lag (too many bump moments happening on only one screen at the moment!)
- In-race messaging (mainly for reports of connection issues, I can't imagine people chatting and driving at the same time!)
- Online driver ranking leaderboards, based upon points for lap times, race times and ghost challenges.

Kinda indifferent
- Save Replay option in Online games (for posterity and judging!)
- Configuration options for cars e.g. allow a certain number of stars for car setup, which drivers can enhance speed/handling/acceleration etc. Possibility to add some sort of handicapping for racers by giving them less stars.
- Record and upload record laps to leaderboard, for verification and replay.
- New mode - time trial. This would allow laps and/or races to be uploaded and used for challenges between players offline as ghost races.
- Race time leaderboards as well as lap time leaderboards.

Sida79
12-06-2009, 03:24 PM
Once more, with feeling!

A must!
- Allow tracks to be run in reversed configuration - this instantly doubles the number of tracks available!
- AI driver skills profiles that affect their style of driving to a greater degree than currently.
- Section times on laps
- Increase the difference and difficulty levels of wet driving compared to dry. Personally I think that the way that dry tyres handle in the wet is how wet tyres should work, with dry tyres taking an even heavier hit once rain has settled.

I'd like to see that!
- Game should be set up to allow you to progress a career from lower competitions up to F1. Car capabilities and driver skills can change between competitions to add variety.
- One-off events for team testing/tryouts/cash bonuses. These could include time trials or one/one races, or in-race objectives (defeat rival, beat particular lap/race time, win from the back of the grid etc.)
- Make money relevant to the game in some way - perhaps an F1 license costs a certain amount? Not sure how to build a sensible economic model, but at the moment all items related to earning $$$ are irrelevant.
- This is a pipedream, but I'd love it if the AI could "learn" from your racing lines and adapt its own lines to copy you. Perhaps another way this could work could be to adapt online racing profiles from other racers and allow them to populate your own single-player racing.
- Clausules over the amount of points / wins to make in a season?
- getting you fired when doing a bad job for the team.
- pit garage order change at the start of the new season depending on where teams finished the championship last season

Kinda indifferent
- Multiple competitions supported eg. GP2, GP3000, A1GP. Perhaps also allow the game to be modded easier to allow fan-made competitions. Options like damage, refuelling laps etc, can be tied to different competitions.
- Ability to tweak cars slightly up and down for different races eg. add acceleration, but reduce handling. Changes should only be slight to avoid unbalancing the game.
- Add different tyre types and effects e.g. Soft/mediium/hard/wet. Add values to the different types of tyres eg. Soft tyres wear out faster, but provide better speed and disintegrate as soon as weather changes. Hard tyres might handle better, but not go as fast etc.
- With above, require a tyre type change in the race. This will mix up the characteristics of cars in race and add to race strategy.
- Improved damage modelling - damage may cause a loss in aerodynamics, affecting speed and/or handling. May also casue the car to "lean" left or right, or cause a fuel leak causing increased loss of fuel.
- Per-Section and lap telemetry times (for the stats freaks amongst us)

Alex Reeves
12-07-2009, 01:23 AM
More thoughts :

- A weather report for every day, capturing the possibility of rain for practice/race.
- Fuel levels at start should be able to be any level, not 50% or higher.
- Lap lengths for practice should be configurable.
- Option to save ghost laps and race against selected ghost laps in practice.
- "Real-time" pit stops like the pitstop model used in the online mode.

Alex Reeves
12-07-2009, 01:25 AM
- Add support to control weather probability to server setup.

Frank_will
12-07-2009, 06:20 PM
I think that everything said above will really improve the game without destroying the arcade style.

I was wondering if it's already sure that there's gonna be a NSGP 2 and if so will it be released with the start of 2010 F1 season?

jakub111.74
12-10-2009, 07:26 PM
I have a question when it will be done v2 NSGP? Will be able to see anyone this year

Alex Reeves
12-10-2009, 11:00 PM
See Si's blog post - his focus is elsewhere at the moment, but I'm confident that he'll come back to this at some stage.

Mikeyy
12-13-2009, 06:33 PM
Good ideas. Most important imo is rain... Way too easy, you can easily win races when rain comes in, everyone else goes into pit to change their tyres and you just continue and the way u control your car in the rain is crazy, too easy.
It should be very hard, cars spinning and all that and i dont wanna get that feeling when rain comes - "oh well, another easy win i see".


PS: Playing on hard, thinking about trying extreme. :dance:

Alex Reeves
12-13-2009, 09:20 PM
- Debug mode for online connections - at the moment establishing a connection is *WAY* too flaky.
- Fix lag for the lobby - 700ms on a LAN lobby connection when the machines are 2ms away from each other is not right....
- Improve anticipation models on racing positions, to improve close-quarter racing incidents.

Sida79
12-14-2009, 08:05 AM
I'm with you... and I'm playing on extreme thinking I should make it more challenging.

Moonshine
12-19-2009, 07:41 PM
More away from the track - visible performance increases/decreases for teams and drivers.
New drivers coming through/ retirements.
Fincance model - like in NSS - girlfriends, media, houses, cars, random events.
Perhaps a graded skills model, like in NSS? Handled in addition to the car you drive - so Schumi in a Force India would still finish top 8. E.g. Points to overtaking, handling, acceleration, pitstops, damage control, top speed, which are minor compared to those the car gives you, but make some difference.

Example made better:

Force India (stats out of, say, 500 or maybe 1000)
Handling - 300
Acceleration - 200
Top Speed - 200
Pits - 250
Damage Control - 100

(Works a bit like the star system, points are arbitrary)

Then, added to them are your stats, out of say 100:

Handling: 12
Acc: 22
TS: 35
P: 20
DC: 17

And adding these together make your 'overall' driving ability in game.

Alex Reeves
01-06-2010, 05:07 PM
- Validation process for product version and track/DB mods. Use MD5 signatures or similar to ensure that files haven't been hacked for compatibility or advantage, and that everyone is running the same version of code/mod.

hellboy1975
01-26-2010, 11:12 PM
A couple of suggestions from me:

Vary the tracks raced on from season to season
In regards to finances, perhaps the game could be exapnded to include more team management - money can be used to upgrade car technology and such?
An option at least for a more extreme damage model. Running into a wall for example should be pretty lethal...

I agree with most of the suggestions made so far!

Personally I think the racing model is pretty good. Keeping it relatively simple is a good idea. A few extras such as adjusting car settings and advanced tyre wear would be cool, but I could live without them.

For me, more depth in the non-racing aspect of the game is far more important for v2.0

mihamatej
02-20-2010, 08:08 AM
Good idea would be...that we can test a car before season starts...

Sida79
02-20-2010, 10:40 AM
Damage model could perhaps be linked with difficulty setting so easy = no damage and extreme = you crash a a bit harder and you're out. Normal could be similar to what we have now in that crashing AI cars yields not too much damage (as you cannot prevent AI crashing into you - lol) but having a chat with a wall proving to be a bit more fatal.

bazik
02-20-2010, 07:18 PM
May i say im a bit reluctant after seeing a 3d screenshot of nsgp2?
i've just seen so many good games ruined by 3d, one has to be fearful. Hopefully Simon can pull it off, but now on topic... since its 3d i want to see elevation in the game.. the tracks are not flat IRL, and it would be great to see that.

Cheers

Cookie Monster
02-20-2010, 07:36 PM
Elevation? Like slopes and stuff?

bazik
02-21-2010, 12:20 AM
Elevation? Like slopes and stuff?

yep that sort of thing

Sida79
02-21-2010, 07:34 AM
That's a great point there, track could really be made to somewhat resemble their real life counterparts.

@Si - I'd like to point out Generally as a great source of potential inspiration :D
as far as tracks and cars behave.

bazik
02-21-2010, 01:05 PM
@Si - I'd like to point out Generally as a great source of potential inspiration :D
as far as tracks and cars behave.

That's exactly where my mind was at ;)

felipe1337
02-21-2010, 10:17 PM
Maybe, car parts act as parts?like, you touch another car, you can have a puncture, or a damaged wing causing additional drag

robbyd
02-23-2010, 02:05 PM
May i say im a bit reluctant after seeing a 3d screenshot of nsgp2?
i've just seen so many good games ruined by 3d, one has to be fearful. Hopefully Simon can pull it off, but now on topic... since its 3d i want to see elevation in the game.. the tracks are not flat IRL, and it would be great to see that.

Cheers

I'm in the same club as you Bazik, not all that happy over 3d.

And I've brought up the matter of gradients before. It's a definite must.

Kirby
03-08-2010, 07:01 AM
"sector times" ahmen! :clap:

manager mode

and make the helmet design linked to the driver, so when they switch teams in the next season they will have the correct helmets. I'm currently playing the F109 mod by floweb and heikki kovalinen is the first driver for mclaren, and has a bright yellow helmet... and that just frustrates me :wall:

chakinh0
03-08-2010, 07:03 AM
I think all the ideas so far sound pretty goodm but it has always been a lottery on which cars are good in a season.
what about adding technical directors who have different strengths that they can bring to your car like speed, handling etc etc.

and maybe stats for engines like the mercedes engine had good acceleration and high reliablity while the renault had a high top speed poor acceleration and mediocre reliability.

What about car updates throughout the season because it seems how fast a car can be developed is becoming a more and more important aspect of F1.

Theres so much to say that could go in the game without hopefully over complicating it for not so enthusiastic f1 fans?

elm
03-09-2010, 11:26 PM
up to me, the genius of this game is to be real fun, to allow to learn fast and be better every day, and to be modest and simple.
so i would wait for two things :
1/ to be able to play NSGP 2, while still being able to play NSGP 1
2/ to have a NSGP 2 as simple than the NSGP1

only changes expected : more statistics available (see the times during the qualifications...) and to have the chance of one or two very simple evolution of the car during a year (to buy or to win one star of what we prefer between speed and so on...)

I love this game as it is.......
(ps : sorry for my english - and my accent you do not hear !!!)

Frank_will
03-23-2010, 03:35 PM
I've been away for a while, i'm glad to see that NSGP 2 is coming out, i would like to see some screenshots anyone has a link or something?

Gucesar
03-27-2010, 10:50 PM
One idea: The driver could be allowed to drive in famous races of different racing series, like the Indy 500 or Le Mans 24h.

Frank_will
04-02-2010, 05:53 PM
I haven't been online much in the forum, and i don't know how far the game is with the development, one thing that has not been mentioned i think but i would like to see:

-Race distance based on kms/miles, so every race would have the same distance but different number of laps.

-Possibility to sim a season without taking part in it, so just watch the AI race :P

fredoxyaction
04-04-2010, 02:39 PM
it think the difference in performance should be a lot less between all the teams. definitely more stats than just the 3, and a better system that the 5 star one. this would make it a little bit more realistic i think but i dunno how much it will take away from the nature of nsgp, i know its not an F1 sim!

something that i think should definitely happen is that when you change the number of laps in a race, the performance difference between cars is changed accordingly, its alright being 4 seconds a lap faster than someone when its only 10 laps, but if you put it up to 30 or 40 then its boring coz you end up lapping the backmarkers 6 times, and people coming 17th are lapping the guys in 20th also it means the best cars will just win regardless of qualifying. so yeah, longer races, less difference between the cars.

i think driver stats are a must, and feeder championships like GP2 aswell.
looking forward to it

captinfranko
04-08-2010, 07:32 PM
Any news on the release date of NSGP 2 yet Si?

Herchi
04-11-2010, 01:36 PM
Any news on the release date of NSGP 2 yet Si?
I want to know too.

redmelons
04-12-2010, 03:38 PM
Any news on the release date of NSGP 2 yet Si?

Are you subscribed to 'newstargames' on Twitter?

'NSGP2 delayed. the World Cup is calling.' :( :wall:

Stump
04-17-2010, 12:30 AM
Not sure if you guys have played mini racing online? the graphics are very good however I feel NSGP has far superior game play. I think if NSGP2 could mimic those graphics with a better track editor with elevation that would be the ultimate. Its also got to run on a MAC.

felipe1337
04-17-2010, 02:56 AM
I'd rather stick with NSGP 1 originals, One thing i really like in MRO is that you can change car settings, this would be a fun addition to Nsgp 2

chakinh0
04-17-2010, 09:37 AM
Keep 2D love the game as it is just want more added to it, like all these great ideas I been reading.

Love the idea of adding technical directors to improve the care rather than just a lottery.

Development throughout the season?
F1 is fast becoming about the development race as well as the racing on track. Your technical directors could focus on what they want to improve. Different directors can develop faster of course. And they can move around like drivers so can affect on where you make your next move.

Separating car stats into aero dynamics, mechanical and engine stats
Engine stats - Speed acceleration, reliability, fuel consumption, durability
Mechanical - braking, durability, Turning circle
Aero - Drag, turning sensitivity, etc etc
Teams like force India have a great engine but their aero might not be as good, it just more precise with stats.

Adding engine stats can also help with us adding grid penalties for using more than our eight allocated engines? Managing our engines and turning them down if we way out in front or if its raining and we don't need full revs. Would be nice seeing an engine blow if you not managing it right


Just dreams I been having hope Si can make it happen


PS. We got NSS 2010 roll on NSGP 2 ASAP

felipe1337
04-19-2010, 03:08 PM
I second Chakinh0's words!

I'd like to add that, basic car set-up would be great, engine revs, Aerodynamic pressure.. but instead of YOU tuning your car you are sent into track to perform laps, after it team engineers/mechanics ask questions about set-up, they then, depending on their skilll level, tune your car depending on your answers(e.g. Is the car sliding too much on the corners? if YES, Aerodynamic pressure is raised a bit, or Is the car fast enough in the straights? if NO Aerodynamic pressure is lowered/ or maximum revs raised

Manta
04-24-2010, 03:12 AM
I loved the introduction of drafting in NSGP and I wouldn't want to complain about it (especially since I was the first to suggest it here) however, I wonder if it could be improved somewhat? The problem being that drafting doesn't take effect until you are immediately behind another car, at which point you receive a tremendous speed boost, which normally results in me crashing into the car ahead or over-correcting the sterring so much that I swerve off the track. I understand that a slower, more realistic drafting mechanic might not be viable in such a fast paced, mini racing game, however, perhaps we could see drafting take effect from further back and maybe reduce its intensity so that a drafting car is able to catch and pull alongside the car infront without necessarily slingshotting infront (and for me, off the track).

Manta
04-30-2010, 06:57 AM
I loved the introduction of drafting in NSGP and I wouldn't want to complain about it (especially since I was the first to suggest it here) however, I wonder if it could be improved somewhat? The problem being that drafting doesn't take effect until you are immediately behind another car, at which point you receive a tremendous speed boost, which normally results in me crashing into the car ahead or over-correcting the sterring so much that I swerve off the track. I understand that a slower, more realistic drafting mechanic might not be viable in such a fast paced, mini racing game, however, perhaps we could see drafting take effect from further back and maybe reduce its intensity so that a drafting car is able to catch and pull alongside the car infront without necessarily slingshotting infront (and for me, off the track).

Jaska1965
05-03-2010, 09:28 AM
Hi,
One suggestion is that when you get offers from the teams, there is different lengths of contracts to make, for example Renault offers 2 years, Sauber 1 Y and Forza 3 y. You have to take a risk that your teamīs fast also 2 years ahead...
It woulb be nice if you can spend money also to boats, aeroplanes, buy football clubs etc. Just for fun to spend a lot of money.

New Star GP is a great game, thanks!!

Dan'on Hill
05-07-2010, 02:33 PM
I loved the introduction of drafting in NSGP and I wouldn't want to complain about it (especially since I was the first to suggest it here) however, I wonder if it could be improved somewhat? The problem being that drafting doesn't take effect until you are immediately behind another car, at which point you receive a tremendous speed boost, which normally results in me crashing into the car ahead or over-correcting the sterring so much that I swerve off the track. I understand that a slower, more realistic drafting mechanic might not be viable in such a fast paced, mini racing game, however, perhaps we could see drafting take effect from further back and maybe reduce its intensity so that a drafting car is able to catch and pull alongside the car infront without necessarily slingshotting infront (and for me, off the track).

totally agree!

Paranhos
10-24-2010, 06:35 PM
Don't know if anybody already suggested this, but, I think that when starting a new career, we should start with Kart Racing, just like many professional drivers.
Then we would choose from 5 branches of motor racing, such as the "Open Wheel" category, "Touring Cars", "Sports Cars", "Stock Cars" and "Rally".
And in each category, you would start at a local, small competition, and move up the ladder to get to top of the branch you've chosen. Like this:

http://i53.tinypic.com/2dwdmjk.jpg

And once you're on the top of your branch's ladder, you may change categories just like Kimi Raikkonen or Juan Pablo Montoya.

Alex Reeves
10-24-2010, 10:50 PM
This idea (plus a bunch of others!) were in a thread of suggestions/RFEs for single player and multiplayer for NSGP2. I can't find these threads anymore - no idea why....

[edit] ahh, now I see, the two RFE threads have been merged into this thread, obviously the madmins felt like confusing us all. Take a look at posts 177-180 in this thread. Great job guys!

Cookie Monster
10-25-2010, 09:46 AM
I'll take the blame for that :redface: Although the posts you mentioned don't really confuse people... but when I merged a couple of threads, trying to reduce the number of stickies, I forgot vBulletin merges them according to their chronological order, so it mixes the posts.

Sida79
10-25-2010, 11:06 AM
No blame. Merging is great, not your fault vBulletin sucks :)

Frank_will
12-04-2010, 11:26 AM
I know that this has been suggested before but i just want to bump it ;)


I really think that we should be able to select race distance in kms instead of laps, that would add more realisms to the game and to the races.

I hope this is already in the to-do list ;)

przemator
01-13-2011, 12:03 PM
Hello. I've got a couple of suggestions. Most of them all small tweaks or bugfixes.

Online Mode

autofocus on chat after each sent message
fix the ready button turning red after you send a message
allow to edit race settings without having to restart the server
if possible, introduce an in-chat console to change settings with text commands
fix the online car list (e.g. when you choose Red Bull you get Mercedes)
introduce a global chat, so that you do not have to join a game to talk
allow some super-users to post announcements in the global chat, that will inform newcomers when is the next race
allow people to join races during the race (they would spawn in the pit lane)
allow host to choose online car parameters


Race

show a percentage value next to the fuel bar (when refueling and on track)
introduce option tyre with a white strip (better grip, faster degradation)
make used tyres more slippery
allow setting race duration using km or minutes (e.g. the average of best 100 online laps on some track is 30 seconds, I want to race for 15 minutes, so the game calculates the race length 15 min / 30 sec = 30 laps)
disable KERS when rev limiter on (speeding through the pit lane)
bring back Nuerburgring for quick race / online mode

Sida79
01-13-2011, 05:56 PM
Great list there przemator. Most of what was noticed so far compiled and a couple of nice ones that seem relatively easy to implement. There is still a matter of car recieving damage when the tyres are worn as well, not a big deal though. Oh, and the car sprites reversed in pits.

King Rob
01-13-2011, 06:58 PM
something that dawned on me the other night:

Has anyone ever thought that the track tiles could do with being just that little bit wider?

Brad
01-13-2011, 07:22 PM
something that dawned on me the other night:

Has anyone ever thought that the track tiles could do with being just that little bit wider?

Ive always thought this, they seem really narrow.

Sida79
01-13-2011, 07:23 PM
Me? :) (char8-17)

przemator
01-13-2011, 09:04 PM
something that dawned on me the other night:

Has anyone ever thought that the track tiles could do with being just that little bit wider?

Well, certainly it's a suggestion for NSGP2, but a good one. I think the tracks should be 1:1 copy of the original tracks. A good source would be the google maps.

Interesting fact: Real F1 car is about 4.5x1.8 meters in size. The Sepang track is 15 meters wide. It means you could place 8 F1 cars side by side across the track, and 3 if we put them one after another. On an NSGP track this would be 4 and 2 (which, btw, shows that the nsgp car is a bit "fat" :) )

http://maps.google.com/maps/api/staticmap?center=2.76,101.737&zoom=16&size=640x640&maptype=satellite&sensor=false

alexeilh
02-26-2011, 12:26 AM
Anyone worked out how to make all the cars not pit on the last few laps, every lap? It's really irritating.

przemator
02-26-2011, 09:04 AM
Anyone worked out how to make all the cars not pit on the last few laps, every lap? It's really irritating.

I think in 1.25 the cars put too much fuel. For example in a 15 lap race, their pit strategy is 12+3 instead of 8+7, which means going 4 laps with a very heavy car (a loss of about 5-8 seconds).

alexeilh
02-26-2011, 10:41 AM
On mine, I like doing 60 laps races, but every lap for the last ten laps, they pit. Every lap. Even if I turn fuel and tire wear off, they still pit every lap for the last ten. They do this, abeit for less laps, the shorter race I do. URGH.

redmelons
02-26-2011, 10:44 AM
I do 30 laps, and the computer cars pit on each of the last three.

Alfonso
02-26-2011, 03:14 PM
I do 30 laps, and the computer cars pit on each of the last three.

It really looks like the game needs some updates and fixes. They look simple to implement though.
Its missing a good single modus. I would say a better Carrer modus with place to progression...where we can choose witch conditions we want: Nr of laps, nr of drivers, better contracts, drivers being fired, test laps for applying teams, etc....
Lets wait for NSGP2!! ;) Or make some pressings for the creator to make it soon! :D Just joking, take your time. Better late and good then quick and not good!

Alfonso
03-16-2011, 02:38 PM
Hello. I've got a couple of suggestions. Most of them all small tweaks or bugfixes.

Online Mode

autofocus on chat after each sent message
fix the ready button turning red after you send a message
allow to edit race settings without having to restart the server
if possible, introduce an in-chat console to change settings with text commands
fix the online car list (e.g. when you choose Red Bull you get Mercedes)
introduce a global chat, so that you do not have to join a game to talk
allow some super-users to post announcements in the global chat, that will inform newcomers when is the next race
allow people to join races during the race (they would spawn in the pit lane)
allow host to choose online car parameters


Race

show a percentage value next to the fuel bar (when refueling and on track) Edit Alfonso: (Very NEEDED!!!)
make used tyres more slippery
disable KERS when rev limiter on (speeding through the pit lane) Edit Alfonso: Also very important!


I agree with all these ideas mentioned by Przemator. Now i would like to had my ideas.
I already wrote this but in other thread which i think it wasnīt the right one to do it so here goes on the right place.

For NSGP 2:

Can you imagine a simple game like NSGP beeing produced by a multimillion label like EA sports or Microprose or so? (not the best example i admit)

A lot of functionalitys, 3d graphics but top-down view, Better Career mode without (for me) unnecessary things like buying sport cars and houses and satisfying friends,etc, Car wings being damaged and flying out, tyres coming out and getting flat because of wreckage from other cars , stop-penalty for false starts, yellow/blue/black flags, parts development, a much better online interface and dedicated servers too support many players, tyre marks on the track from braking and from rain, and smoke of course, can think in so many things .... you know, all this would make a fantastic and unbeatable game. I bet it would sell as hell. how many F1 (cars) fans are around the world?
But nowadays what it sells is...Football!!! Well i also like but there are so many good games already.

Thatīs why i really would like to see the release of NSGP2 full of new stuff to be even more addictive. Even if it would be a danger because thereīs so many more things to do in life then playing games... :)
I would be willing to give some money in advance to help the development and i bet quite some users would do it. A donate button would be pressed quite often if that would make the development quicker i believe. Anyway, im just expressing my impatience for not having the release of the game for soon. For what the creator told me, only in the end of the year he will start thinking about it, MAYBE! :blimey:

Games to have as reference to NSGP 2 (we have to mention this name often so it starts some sort of movement) :lol:

Without any specified order...

Genrally - (for the gameplay and easy track editor, also the tyre marks on the track)
Miniracing-online - (For the flags system and smoke,ect)
Super Cars 2 (amiga) - (For the gameplay and competitiveness, and because its a reference in car games)
Micromachines - (Itīs a reference, i had to mention it)
* GP manager 2 - (for all the managing and development stuff, something similar would be perfect, making contracts, Getting fired if no good results, sponsors, develop new car for next season, "stealing" technology from other teams,etc...)
Roadclub (pc) - (For the car graphics maybe)
Mad Cars (pc) - (For graphics and gameplay)
Deliverace (iPhone) (Definitely for the car physics and graphics, tyre marks and smoke, the 3d maybe,...) Would be amazing if possible to have something similar!!! :D
Turbo Sliders (pc) - (The F1 MOD is fantastic, a lots of ideas could be used from it, gameplay also)

Ok, these are my ideas, even if i have much more but i think itīs enough for now and maybe it would look like unrealistic to implement. What i said i think is possible to "easily" implement them, or am i wrong?

Lets one day make a resume of all the realistic ideas so we can send to the creator and show that there is a lot of interest in that NSGP 2 gets born!

Make a donate button to improve development! :)
I would pay the price of the game in advance with no problems and im sure there are other users who wouldnīt mind to do the same.
Just try it!! ;)

Sorry for the big and messy post, and thankīs for the great game!

In the mean while...lets deal with all the bugs and wait every week for Saturday, because offline mode it just became simply too easy!!!!! ;)

See you guys...

ps: I found another bug. In Korea is not possible to play with Timo Glock on Quick Race. When you enter the race only Bots are running but still you can choose amount of fuel before, but with a minimum of about 85% fuel!!! LOL

Manta
04-02-2011, 12:55 AM
Drafting needs to start effect from further back. Maybe from 3 or 4 car lengths it is weak, but as you get closer, it provides more of a boost. That way, down a long straight like in China or Monza, you can make up a bit of ground and complete the pass if the straight is long enough and when you are going around corners, the drag effect wont send you off the track. As it is, you have to KERS boost to get right on their tale and then the draft sends you either flying into the back of them or you have to swerve off the track. I propose making the draft less instense but start it from a longer distance away from the car in front.

dimagico
04-02-2011, 01:53 PM
-adjustable back wing maybee...
-more and better track/object tiles, asphalt ground tiles for corner exits which wouldnīt slow down cars.
-more candys in menus... maybee point scoring tables which showes results (points) for each race seperately like this:
http://en.espnf1.com/f1/motorsport/season/1388.html?template=standings.

p.s. noticed that AI in the rain are too fast for human driver

Alfonso
04-07-2011, 03:36 PM
Drafting needs to start effect from further back. Maybe from 3 or 4 car lengths it is weak, but as you get closer, it provides more of a boost. That way, down a long straight like in China or Monza, you can make up a bit of ground and complete the pass if the straight is long enough and when you are going around corners, the drag effect wont send you off the track. As it is, you have to KERS boost to get right on their tale and then the draft sends you either flying into the back of them or you have to swerve off the track. I propose making the draft less instense but start it from a longer distance away from the car in front.

I agree with this completely. It would change for much better the race, making everything more competitive. Well it just canīt be exagerated this adjustment in draft otherwise it would become unrealistic.
I wait with anxiety for an update to NSGP or as you may well know already......NSGP2
:D

Alfonso
04-11-2011, 11:24 PM
Ok, i was looking for this game for a long time. Finally i found it!
I wanted to leave here a video sample i made, of one of the ideas that could possibly be implemented on NSGP/NSGP2.
I just uploaded now so maybe is available only in a few hours:


http://www.youtube.com/watch?v=ogccHLrJWqY

What do you think about it? Maybe it would add something extra.....something more human to the pitstops. :)
Anyway, just an idea, maybe you guys dont like it at all or even maybe Simon doesnt want to make it, or itīs too difficult.

Its a Spectrum game (Formula One) which i spent hours on it. My F1 origins come from here maybe. :) It even had sponsors, hiring drivers, buying/repair engines, buying/repair chassis, train the crew to be faster on pit stops, betting ... and is original from 1985!!! Unbelievable! Old games rule!!!!!!

Old times..... :redface:

ps: If you want to see a longer version with sounds and all the options i mentioned here goes: http://www.youtube.com/watch?v=KzIDspcZYU0&feature=related
I hope it doesnt violate the rules of the forum! ;P I was just warned by my language! Ups....

LBStrange
04-12-2011, 02:29 AM
Haha love the idea! Although 33 seconds is a long time to be in the pits lol

Sida79
04-12-2011, 07:44 AM
lol. I remember games where you had to go through pits like that, I think there was even one with a mechanism I liked better than this one. This would definitely be too much for me though... btw the original might be from 1985 but this one had to have been edited. From memory Irvine did not appear in F1 up until 1992 and Coulthard only came around in 1994. I might be wrong but not by much :D

Alfonso
04-12-2011, 01:41 PM
Haha love the idea! Although 33 seconds is a long time to be in the pits lol

The 33 seconds happened because i havenīt spend money on training the pit crew cause i just wanted to show a notion of the concept. As soon as you make it then the pit stops are fast! And you have to consider the age of the game! ;)
Can you imagine this with good graphics!? nice, dont you think? :P

Alfonso
04-12-2011, 01:43 PM
lol. I remember games where you had to go through pits like that, I think there was even one with a mechanism I liked better than this one. This would definitely be too much for me though... btw the original might be from 1985 but this one had to have been edited. From memory Irvine did not appear in F1 up until 1992 and Coulthard only came around in 1994. I might be wrong but not by much :D

;)

You are completely right! Youīre a nice observer Kos.
The game is originaly from 1985 but when i was looking for it i found a reedition from 1994 i think, so i decided to give it a try! ;)
I think the only changes iīve noticed were the graphics a little bit improved and the names of the drivers updated, and maybe the sponsors...

Alex Reeves
04-12-2011, 04:12 PM
I also remember the C64/Epyx Pitstop/Pitstop II games, where you had to manually move the fuel pump guy and the tyre guys to change things. And I spent many, many hours trying to run over the generally pitstop dots that tried to represent my pit crew - I could get them confused occasionally, but could never hit them!

przemator
04-12-2011, 04:47 PM
I also remember the C64/Epyx Pitstop/Pitstop II games, where you had to manually move the fuel pump guy and the tyre guys to change things. And I spent many, many hours trying to run over the generally pitstop dots that tried to represent my pit crew - I could get them confused occasionally, but could never hit them!

Really? I was smashing GenaRally pit crew for fun. They bleed when you hit them ^_^

Alfonso
04-25-2011, 11:16 AM
Really? I was smashing GenaRally pit crew for fun. They bleed when you hit them ^_^

I just played a little Genrally yesterday...i used to love it but now.....not that i hate it but.......NSGP raised the standards for me! :)
I used to be always on first and this time i just couldnt keep it up. I almost got 1 lap behind!!!
I only made 1 race though, im sure that after 2/3 races i would be on top again. :D
Still its a nice game...somethings could be transported to NSGP or NSGP2!!!

Also would be nice to have some sort of record statistics like:
How many podiums in a row a driver has, maximum wins in a row, track records and to who belongs, maximum races attended in a row, .......
You know, just for the fun of it. I have many ideas but i just dont have the skils to implement them! :(

dimagico
04-25-2011, 05:55 PM
Ok, i was looking for this game for a long time. Finally i found it!
I wanted to leave here a video sample i made, of one of the ideas that could possibly be implemented on NSGP/NSGP2.
I just uploaded now so maybe is available only in a few hours:


http://www.youtube.com/watch?v=ogccHLrJWqY

What do you think about it? Maybe it would add something extra.....something more human to the pitstops. :)
Anyway, just an idea, maybe you guys dont like it at all or even maybe Simon doesnt want to make it, or itīs too difficult.

Its a Spectrum game (Formula One) which i spent hours on it. My F1 origins come from here maybe. :) It even had sponsors, hiring drivers, buying/repair engines, buying/repair chassis, train the crew to be faster on pit stops, betting ... and is original from 1985!!! Unbelievable! Old games rule!!!!!!

Old times..... :redface:

ps: If you want to see a longer version with sounds and all the options i mentioned here goes: http://www.youtube.com/watch?v=KzIDspcZYU0&feature=related
I hope it doesnt violate the rules of the forum! ;P I was just warned by my language! Ups....

woooooooooooow..........you found that ZX spectrum game, which i played when i was a kid???? i did find this too, but sadly.... you cannot update drivers list, so.... there are also few dead people in the line up. It was a great game also to play with friends. Any chances to "crack" into code for changing names?

dimagico
04-25-2011, 05:59 PM
please....update this game to 21st century! I would appriciate this very much... it was such fun! :dance::clap: