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BHMS: Will we get default qualifying and race setups? Are they based on real life setup values or are they adjusted so that the car drives easy?
James Hawkins: In NASCAR Thunder 2004, for each track, there is a default setup for the Qualifying and Race sessions which have been tweaked to be pretty quick. There is also a default Easy setup for each track. Unlike the Qualifying and Race setups, the Easy setups are symmetrical and much easier to drive.
BHMS: What has been improved in the multiplayer department. Has the maximum number of players that can join an online race increased? Also, can AI cars be part of an online race? What about dedicated server feature?
James Hawkins: We used the F1 Challenge 99-02 project as a test bed for a completely new approach to the problems associated with multiplayer racing. In light of the positive comments generated by that release regarding multiplayer, we integrated that code to NASCAR Thunder 2004 and have since improved it even further. I've had some really good, close, smooth multiplayer races with as many as 16 players connected. The dedicated server application is a major addition for NASCAR Thunder 2004.
BHMS: A lot of people out there like to simulate a full season with race lenght set to full. Has "Save Game" feature made it in 2004 version? If not, why do the developers keep forgetting about this?
James Hawkins: In NASCAR Thunder 2004, during season mode, the game is saved automatically after each session.
BHMS: Will NT2004 be as "moddable" as F1 series is? We heard car skins will be easily updated, customized, and swapped. Tell us more about that as well. Can we expect in-game paintshop?
James Hawkins: Thunder 2004 has a flexible, open architecture. If it's anything like last year, the community will have cars, tracks and everything else available right away. There is not an in-game paintshop but that is being discussed for the future.
BHMS: Nascar mostly races on ovals. How more accurate are the tracks this time around. Has there been any other improvements beside the graphics?
James Hawkins: Most of the tracks in NASCAR Thunder 2004 have been completely rebuilt for this game. The tracks are much more authentic and better looking than their counterparts in last years game.
BHMS: Will the game feature full list of current Nascar drivers? Will there be any secret or bonus cars, tracks, drivers...?
James Hawkins: NASCAR Thunder 2004 has 40 2003 season Winston Cup drivers, 13 Busch Series drivers and 10 Legend drivers. Most of the drivers feature alternate car maps so there are a lot of different looking cars in the game. Dale Earnhardt has 9 different car maps available representing various years and different paint schemes. Daytona Beach is included as a bonus track for some fun racing on the sand.
BHMS: We have seen vertex damage in Nascar Heat and I must admit I personaly loved it. NT2004 will use it as well. How does the game engine calculate body part damage and affects the car performance.
James Hawkins: In simple terms, the vertex damage system in NASCAR Thunder 2004 causes points to be moved towards a target point that is determined from the actual impact point, force and direction. Damage impacts mechanical and/or aerodynamic aspects of the car modeling.
BHMS: Why should people, who own Nascar Thunder 2003 or any other Nascar title, buy Nascar Thunder 2004?
James Hawkins:NASCAR Thunder 2004 - P.C. is not only a very good NASCAR game but very arguably the best racing game of all time right now on P.C. Some of the key features are as follows: Career mode; Easy to learn difficult to master; 2003 season cars and tracks, including the revised banking at Homestead-Miami; Alternate car maps and legends including Dale Earnhardt; Virtual cockpits, unique for Chevrolet, Dodge, Ford & Pontiac; Team Themed user interface.
BHMS: Will there be a demo and when?
James Hawkins: A demo of NASCAR Thunder 2004 - PC will be available before the end of September.

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