Main > Driving & Racing Cabinets
BYOAC Racing Competition #3 - Hard Drivin' - Stunt Track:WINNER-TacticalChaos
BadMouth:
I actually like hearing about the inner workings of the games. I wondered how the stops worked.
I was waiting until I made it around the track twice to post a time,
figuring the second lap would be better since the car would already be up to speed when starting.
Haven't had time to play anymore though.
Malenko:
--- Quote from: BadMouth on April 17, 2013, 09:16:17 am ---I actually like hearing about the inner workings of the games. I wondered how the stops worked.
--- End quote ---
He's mixing in fact with opinion, and he's saying how great this game is based on the hardware and cabinet of the deluxe sitdown cab, of which NONE of us are using. I will respond with CITATION to back up my facts.
Im not going to chip away at all of his post, I dont have that kind of time but for his #6 point, how did he know what most OPs did with their games? I think he's around my age or younger, and I was 11 when this game came out.
Point #9 , while you do need the brake , downshifting is much better and more efficient way to reduce speed. (no citation, its my opinion and a pretty common one)
Point #10 , Doug Milliken didn't "make the physics" of this game, he was a consultant for the physics. Tire pressure was not factored in.
http://en.wikipedia.org/wiki/Hard_Drivin%27
--- Quote ---The engine, transmission control, suspension, and tire physics were modeled in conjunction with Doug Milliken who was listed as a test driver in the game credits. In the 1950s his father William Milliken of Milliken Research led a team at Cornell Aeronautical Laboratory in Buffalo NY USA (later Calspan) that converted aircraft equations of motion to equations of motion for the automobile, and became one of the world's leading experts in car modeling
--- End quote ---
and in my opinion the physic are neat up until you tap the corner of the barn at 5mph and go flying backwards in a ball of fire.
As for #11, the key was a gimmick, nothing more than a button shaped like a key that hit a cherry switch.
http://arcadefixit.com/product.sc;jsessionid=6AFA2E811EC0A2CB8B490CCA6EFB2E38.qscstrfrnt03?productId=998&categoryId=12
#12 I can find no record of that happening in any state, citation needed on your end. I think you are mixing the AGC Mobile Operations Simulator (AMOS) prototype from 1990 with your own fantasies. It was used a police training simulator and NOT a DMV test.
#13 That's Race Drivin Panorama, only 25-50 were ever made; not Hard Drivin, and you needed 1 set of boards per monitor. Was shipped with 3 monitor configuration.
#14 That would be Street Drivin, not Hard Drivin or Race Drivin and that game never came out.
http://www.system16.com/hardware.php?id=770
Howard_Casto:
He responded because I made a comment, and apparently he's on some sort of holy crusade to discredit any comment I say, no matter how innocent.
Just ignore him like I do.... he'll probably be on my block list before too long.
Malenko:
--- Quote from: Howard_Casto on April 17, 2013, 10:40:16 am ---He responded because I made a comment, and apparently he's on some sort of holy crusade to discredit any comment I say, no matter how innocent.
Just ignore him like I do.... he'll probably be on my block list before too long.
--- End quote ---
I think the hole in his head is bigger than the one in his stomach. I take the blame,I mentioned him in this thread :(
Xiaou2:
--- Quote ---Point #9 , while you do need the brake , downshifting is much better and more efficient way to reduce speed. (no citation, its my opinion and a pretty common one)
--- End quote ---
I dont believe it is possible to merely Downshift on Race Drivins hill that has the Cow on it. Without a good braking, you tumble off the hill.
--- Quote ---Point #10 , Doug Milliken didn't "make the physics" of this game, he was a consultant for the physics. Tire pressure was not factored in.
--- End quote ---
http://www.arcade-history.com/?n=hard-drivin%27-no.-136052-cockpit-model&page=detail&id=1083
You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modelling. Doug and his father wrote the book on car modelling.
- Btw, What exactly do you think Tire-Physics entills buddy? Tires have air in them, and thus their physics properties are based on that fact. Point being, even the very Tires were considered and factored into the sim.
--- Quote ---and in my opinion the physic are neat up until you tap the corner of the barn at 5mph and go flying backwards in a ball of fire.
--- End quote ---
- Its not a full sim. Its a coin eating game, and therefore. things like this were probably added that way on purpose.
--- Quote ---As for #11, the key was a gimmick, nothing more than a button shaped like a key that hit a cherry switch.
--- End quote ---
I know exactly what the Key was internally. My point, is that no other game used a key to start the engine. The level of realism, went far above and beyond the typical game. Btw - that little key assemble would not have been cheap either.. as simple as it may seem.
--- Quote ---#12 I can find no record of that happening in any state, citation needed on your end. I think you are mixing the AGC Mobile Operations Simulator (AMOS) prototype from 1990 with your own fantasies. It was used a police training simulator and NOT a DMV test.
--- End quote ---
Id seen it ages ago online, or in some game magazine. Well before I heard about the police version.
--- Quote ---#13 That's Race Drivin Panorama, only 25-50 were ever made; not Hard Drivin, and you needed 1 set of boards per monitor. Was shipped with 3 monitor configuration.
--- End quote ---
http://arcarc.xmission.com/Web%20Archives/Jeff%20Andersen%20%28Sep%2027%202003%29/rdp/default.htm
The Panorama hardware is identical to Race Drivin', there is only a software change and the additional hardware for the side monitors. The side monitors each contain a "multisync" PCB, which is the same hardware as used in S.T.U.N. Runner. The Multisync hardware is standard resolution (15.7 Khz), unlike the main monitor which is medium resolution (24 Khz). The side monitors are completely passive, the only wires going to them are 120VAC, a single serial line and a logic ground. The main PCB just talks on it's "serial A" port, and tells the side monitor hardware what to display. The side monitors do not talk back to the main PCB and are all tied to the same serial line. Race Drivin' uses "serial A" for linking to another machine. "serial B" is left unused. The manual states that Panorama cannot be linked to another game, but there ARE linking options in the selt-test menus, and there is still that extra serial port left unused.. seems to me the game should have been linkable? If not, my guess is the hardware isn't fast enough to be able to link, or Atari just never implemented it because they thought nobody would use it.. After all, next to nobody linked Race Drivin's, and there sure aren't going to be nearly as many Panoramas made.
#14 That would be Street Drivin, not Hard Drivin or Race Drivin and that game never came out.
http://www.system16.com/hardware.php?id=770
The attract mode isn't any different than Race Drivin', with the addition of the Stock Car track map screen and some additional text. The Stock Car track does not have an attract mode replay like the other 3 tracks. When showing the track screens, the side monitors display the car's specs.
The Stock Car track is a hell of a lot of fun.. you race against 6 other cars, and all the turns are 90MPH, so you really don't ever go below 100MPH. If you don't wreck its pretty easy to get in 2 laps, I have yet to get a third (factory settings, medium). The track seems to borrow a couple sections from the original speed track, but has a bunch of buildings to look at and plenty of cows as well :) What is really cool about this track is it really lends itself well to Panorama, the other cars are usually always right in the pack with you so you can glance over at the side monitors and see where the other cars are. Qualifying on this track lets you race Phantom Photon.
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