After some fiddling around the game doesn't look that bad like in my initial post. It drives well, AI is quite smart and enjoyable to race with (I'm running 100% out of the possible 85-105%) and I had some really fun races. Actually...:geek: they all have been fun.

Need much more testing of course but I fell like I need to say this - the game wasn't total disaster, just take your time to fiddle it around. Btw, AI difficulty is NOT in "options" menu but rather (why?) late on track selection screen.
Controls - my G27 works just fine, sensitivity turned down and FF up, only can't figure it out how to change buttons. I read that some do it via text file (in 2016 game?) but not sure is it in game folder itself or in C:\Users\your_name\NASCAR Heat Evolution folder.

Anyway... although it looks like unfinished game or quite bad console port (or perhaps both) I'm looking forward to some more enjoyable races to come ! In pauses of Assetto Corsa sessions. :)
 
New Content Update Available.
SEPTEMBER 14 -SEAN W.
A new update for NASCAR Heat Evolution is now live (version 1336045).

It contains the following:

1. Added an interactive controller configuration tool to help users set up devices that NASCAR Heat Evolution did not recognize. NOTE: Users need to configure separate devices (shifter, pedals, etc) separately from their wheel.

2. Fixed a crash that would happen if more than 4 devices were connected to the PC at game launch.

3. Fixed a post race multiplayer crash.

4. Fixed a problem with race intro videos not playing in career.

5. Fixed a few synchronization issues in multiplayer.

Thank you.
 
Wow.. that game was awful.. Total Team Control was the stupidest gimmick I've ever seen instituted into a racing game.

The gimmick was a bit silly of swapping cars with your teammate, but I loved career mode! It was brilliant! The fact you could save money to buy your own team, work your way up the ranks from the bottom tier to the top, trials to see if you were suitable, rivals which actually made the AI more aggressive, or allies which would be more willing to help you. It was such an awesome career mode that doesn't really exist in NASCAR games anymore.

NR2003 was another gem as well!
 
So... No one is going to comment on the fact that this monstrosity uses 25% CPU and 20% GPU yet it stutters and slows down, chugging along out of the turns @ Daytona while still showing 60fps? That, friends, is bad code. It is cpu-stall or render loop inefficiency. Try max settings with sim physics @ Daytona. Enjoy those massive slowdowns while looking at the overbloom picture looking like there is a nuclear detonation 2 feet from the track at all times.

Then exit to the menu. In the bottom corner of the title screen lies your answer. See that Unity logo? Right. It's a racing "sim". Made with a game engine designed for college students at best, known to be one of the most inefficient pieces of code ever written. A serious racing title (official), done in Unity by scripting? Well, this is bad. Shame. Real shame. Next time, please return, but bring a real game engine, some actual skills and for the love of whatever deity, fire the graphics guy. Now.
 
Yep -- exactly the same stutters I'm seeing. I can graph my FPS and never see a drop below 120, but there are definite issues. Perhaps I will graph CPU load and see if spikes match up to problematic stutters during laps.
 
After testing online, there is absolutely no reason to run Simulation in Multiplayer. You can only access Custom Setups in Simulation mode, and when on Multiplayer, even on tracks where you have saved a custom setup they don't transfer, you can see this in Tire Pressures and Wedge settings when pitting. I was racing a friend both of us were in simulation mode, but he was using a controller and running faster laps then I was sliding all over the track, meanwhile players using "Normal" physics can just hold the throttle down, bounce off the walls lag all over the place and run several seconds quicker. As for now I'm pretty sure I'm just going to play off line for now.
Damn shame they put out an unfinished game. I hope they can patch this, but I've been discouraged in that effect of them not having a proper forum to express constructive feedback in correcting these issues. Instead Twitter seems to be their choice of communication as they just retweet the Useful Idiots (Casual Players Controller + Normal physics) saying how much they like the game.
 
@Michael Watts you know my feeling on their Twitter responses. Still not bothered responding to my information requests about releasing in the UK.

I see the opening post of this thread states it's available in Europe on console but it's not available anywhere I've seen and DMR still say on the website they are negotiating a European release. Can anyone throw any light on this?

Edit: strike that last comment I see it is now available over here.. 60 quid... really!!! Desperately wanted to get a NASCAR game on the Xbox but that price and poor reviews are not too enticing :(

Loved all the Papyrus NASCAR sims and even enjoyed NASCAR 2009 on the 360 despite it's issues. Is this something I can justify laying out so much cash for:unsure:
 

Hold onto your Money Peter, this is still very much a Work in Progress. And until I start seeing patches I wouldn't touch it with a 10 ft pole. Offline career is not bad, needs improvement with the addition of Practice Times. Something with the braking is way off, even with sensitivity turned way down the fronts lock up to easily throwing the car into a e-brake like slide into the corners.
Still with that said, Multiplayer is only for the Casual Gamer as its designed for Controller Users and Normal Physics. This is actually one game that Forza Beats with its NASCAR pack that was half ass at best. That's right Forza's NASCAR is beating this Full NASCAR game with one hand tied behind its back
 

Hold onto your Money Peter, this is still very much a Work in Progress. And until I start seeing patches I wouldn't touch it with a 10 ft pole. Offline career is not bad, needs improvement with the addition of Practice Times. Something with the braking is way off, even with sensitivity turned way down the fronts lock up to easily throwing the car into a e-brake like slide into the corners.
Still with that said, Multiplayer is only for the Casual Gamer as its designed for Controller Users and Normal Physics. This is actually one game that Forza Beats with its NASCAR pack that was half ass at best. That's right Forza's NASCAR is beating this Full NASCAR game with one hand tied behind its back
Cheers Michael... had high hopes that this might be decent. Ironically I did grab the Forza NASCAR pack recently just because I've been so desperately looking to get some NASCAR racing going. Very strange decisions by DMR it seems.
 
Yep -- exactly the same stutters I'm seeing. I can graph my FPS and never see a drop below 120, but there are definite issues. Perhaps I will graph CPU load and see if spikes match up to problematic stutters during laps.

No spiking i think. It is probably a lod-issue (grandstands for instance), where the render loop gets congested by some poor asset loading code and/or a botched model. It could also be the classic Unity bug of "velocity" not being linearly mapped over time correctly if you use some of the built in physics.

But i HOPE for their sake they are at least not using the built in Unity physics stuff to try and build a simulation. Because that's not going to end well. However it seems like they are taking the code from Nascar Heat (the old one) and translating it into Unity scripting and/or code linking, as the feel is very similiar...

Then they use Unity on top in some sort of mashup. The problem with that is that Unity, in my experience, is not really playing nice with physics and render systems other than its own, mostly because it is a ready made engine for simpler 3D games on multiplatform. It's not really designed to bend a lot.

Then i also like to question again, the use of it at all for a title like this. Using a generic "game" engine to try and build something as specific as a racing simulation, albeit a simplified one, is going to cause problems. Simulation is one area where custom engines and code are still very important, as it is very specifically purposed. It is the same in flight sims, subsims or tank sims as well for instance. You generally don't attempt to create a full on flightsim in Unity, for the same reasons you shouldn't do it for an official racing sim. The genericness and approach in something like Unity is not friendly to that. Also not meant for that scale.

So slapping Unity on top of old Heat-code as i think is what happened, is going to be detrimental, as shown by these problems and review scores.

Next time i hope for a REAL custom engine. They are obviously competent to do it, looking at their past record.
 
Cheers Michael... had high hopes that this might be decent. Ironically I did grab the Forza NASCAR pack recently just because I've been so desperately looking to get some NASCAR racing going. Very strange decisions by DMR it seems.
like I've said before, and I'll say it again and again, the Casual Gamer has ruined any hopes of good racing sims ever making it to console. I'm just going to have to save up $$$ and go iRacing with PC
 
No spiking i think. It is probably a lod-issue (grandstands for instance), where the render loop gets congested by some poor asset loading code and/or a botched model. It could also be the classic Unity bug of "velocity" not being linearly mapped over time correctly if you use some of the built in physics.

But i HOPE for their sake they are at least not using the built in Unity physics stuff to try and build a simulation. Because that's not going to end well. However it seems like they are taking the code from Nascar Heat (the old one) and translating it into Unity scripting and/or code linking, as the feel is very similiar...

Then they use Unity on top in some sort of mashup. The problem with that is that Unity, in my experience, is not really playing nice with physics and render systems other than its own, mostly because it is a ready made engine for simpler 3D games on multiplatform. It's not really designed to bend a lot.

Then i also like to question again, the use of it at all for a title like this. Using a generic "game" engine to try and build something as specific as a racing simulation, albeit a simplified one, is going to cause problems. Simulation is one area where custom engines and code are still very important, as it is very specifically purposed. It is the same in flight sims, subsims or tank sims as well for instance. You generally don't attempt to create a full on flightsim in Unity, for the same reasons you shouldn't do it for an official racing sim. The genericness and approach in something like Unity is not friendly to that. Also not meant for that scale.

So slapping Unity on top of old Heat-code as i think is what happened, is going to be detrimental, as shown by these problems and review scores.

Next time i hope for a REAL custom engine. They are obviously competent to do it, looking at their past record.

50% CPU usage on an i7 4790K running at 4.6GHz :mad: -- absolutely pathetic

like I've said before, and I'll say it again and again, the Casual Gamer has ruined any hopes of good racing sims ever making it to console. I'm just going to have to save up $$$ and go iRacing with PC

Michael -- you won't regret iRacing man. Games like this one are just what I look to when I'm wanting to play around and take a break from the competitive nature of iRacing. Nothing else measures up. I've been a member going on 8 years now and have never once regretted it!
 
I have played the game for about 3 hours on pc,and unlocked every thing with cheat engine. This game sucks!! I know it has very few good points. I think for a good game to be made they have to fire Ed Martin. All the Nascar games made the last couple of years has been manged by Ed so to me he is the common problem. I will say this they are so concern on making extra money on extra paint schemes and stuff like that,They lock all the files,Shows me there all about the money and not the product. I will point out a few good things,For one i have messed around with the files and think some one can make it where people can paint there own cars on desktop and put them back into the game,For two they may not have good graphics,But models of the cars and tracks are good,The pit boxs look great.
 
szeptember 17. - Sean W.
Hello all,

We've just released a new update. Here are the details:

Content BuildID: 1340737

1. Allow keyboard control in UI if player has a compatible racing device connected
2. Fixed 2 Challenge videos (Martinsville and New Hampshire were swapped)
3. Improved pitting logic during yellow flags
4. Design and functionality improvements to the Configure Controller screen
5. Replays now display position and lap number
6. Other minor bug fixes and improvements

Keyboard bindings are:

Accept / Race Info / A: A, Enter, Numpad Enter
Cancel / Car Info / B: B, Esc, Numpad Plus
Toggle Mirror / X: X, Space, Numpad Slash
Change View / Y: Y, Tab, Numpad Star
Pause / Start: Pause, F1, Numpad Minus
Left Bumper / Prev Page: PageUp, Left Bracket, Numpad 7
Right Bumper / Next Page: PageDown, Right Bracket, Numpad 9
D-Pad: Arrow keys, Numpad 2,4,6,8
 
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