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NASCAR The Game: Inside Line News Post


The highly anticipated patch for NASCAR The Game: Inside Line is expected to arrive later this month, according to this thread at the official website. All of the details on the patch are listed below.

Quote:
Below is a list of bugs and feature enhancements that have been fixed / added to the soon to be released update. Sorry it's taken longer than we would have liked but as you can see from the details below, we've addressed the majority of issues that have really been affecting the user experience. Subject to final Q/A sign off, we expect this to go to Sony and MS week beginning the 10th December. Once it's approved, which could take a couple of weeks, it will be deployed.


Online:
  • Xbox, a player can be put into a lobby where NATs conflict meaning they will be kicked when the counter reaches zero.
  • If someone is dropped when in the Infield Garage, the rolling starts are broken.
  • Matchmaking puts the player into a lobby when a game is already in progress.
  • After a caution / quick caution, players can be dropped from the game.
  • If a player DNF’s and then a caution is called, players separate into different lobbies.
  • Infrequently the player appears to have hit a car in front even though they are not touching.
  • Sometimes laps go out of sync when compared with other players in the game.
  • On the Caution Summary, the number plate becomes mixed up if a player leaves the game.
  • On the Garage Overview screens, the number plates are not listed correctly.
  • If the host is in any position other than first, they will take off and leave the pack in both SF and DF rolling starts after a caution.
  • When the Quick Caution screen appears, all players seem to have 80% “health”.
  • When the Quick Caution screen appears for the second time, wedge cannot be adjusted.
  • When reviewing the online race results, players who DNF’d aren't displayed.
  • When joining a race in progress, only the host’s progress i.e. Racing Lap X is displayed.
  • Sometimes cautions don’t appear to be called.
  • Often 3 laps are run in a GWC.
  • At the end of a practice session, the Overview appears different on numerous players consoles.
  • A player car number doesn't show up in the lobby interface when joining a game in progress until that player finishes racing and returns to the lobby.
  • When joining a session in progress and once the race is completed, a Race Over counter begins. This sequence breaks with around 10 seconds left.
  • During the rolling start sequence a car can appeared ghosted.
  • The session over times aren't in sync.
  • Invalid laps from the Road Courses can be seen by others even though dashes are seen by the offending player on their overview screen (Qualifying).
  • The overview screen can remain on during gameplay.


Offline / Possibly Online:
  • Cautions are called when the player is on the apron around the start of the pit road zone.
  • The CSR wheel depresses both the accelerator and clutch at the same time.
  • Setups do not save correctly.
  • One of the player cars disappear during the split screen rolling start and reappears when crossing the start line.
  • The player can get inaccurate lap times, normally very small.
  • A.I. cause cautions when leaving pit road under green flag conditions.
  • The player position indicator is missing on the single file caution sequence.
  • A.I. appear to have problems with pit strategy, pitting the lap after a Caution or most of the field coming in on the same lap under green.
  • A.I. general over taking and passing of lapped cars has been improved.
  • A.I. "brake checking" on certain tracks has been improved.
  • During a pit stop changing the wedge, returning to do another stop, the wedge has changed.
  • Richmond and possibly other tracks, some AI drivers change their paint scheme between practice and the race.
  • DNF’ing because of damage or fuel doesn't update the race stats, it should.
  • Adding a splash of gas would add a full can.
  • The positions made / lost on the Caution Summary screen is often wrong even though the players are in the correct position.
  • Roof flaps don’t deploy during replays.
  • When receiving an message that a sponsor is interested, qualify 10th or better in the next 2 races, doesn't work.
  • If the car is fatally damaged and on fire and rolls across the finish line in 1st place, it the burnout sequence and Victory Road the car remains on fire.
  • If you run out of gas but win the race, you can’t go forwards during the burn out but you can reverse?
  • During the single file caution state when others are pitting but not the player, the wrong way text or the ahead / behind indicator can appear under the text.
  • Paint Booth, colors are added to the recent colors list even if they are in there already.
  • The spotter stops talking when turning off the proximity indicator.
  • Only the first 4 photo’s show up on the loading screen.


Re-Balance / Enhancement:
  • Added black flags (only) to the flag rules in Choose a Race and Private Race.
  • Increase the chance of a new primary sponsor offer being made.
  • In Season mode, change the paint scheme of the player car to the scheme that ran at the appropriate race if we have it, otherwise default to the one the player chose at the start.
  • The tire temp indicator shows blue at too high a temp.
  • Change the tire wear indicator to a non linear scale to match the drop off.
  • Re-balanced the road course penalty system.
  • When creating a new setup the default values should be based on the preset race set up for that track.
  • Re-balance how much the tires wear on various tracks.
  • The car now overheats quicker.
  • During the single file caution state, the player can use all camera functions.
  • Right stick can be defined to accelerate / brake.
  • Time to give a position back on the plate tracks increased to 10 seconds.
  • Default Dead Zone setting for wheels should be 5%.
  • When using a wheel, the steer assist should be used so that when full the wheel doesn't have any stagger effect.
  • Mechanical damage has been made more consistent.
  • A.I. cars can be turned easier by the player.
  • Reviewed performance of wheels in the game and enhanced.
  • Improved the stagger between cars during riling (believe Dave meant 'rolling' -Dan) starts.

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Member Comments
# 61 Tribe1 @ 01/18/13 02:29 PM
Quote:
Originally Posted by bluengold34_OS
^^^ Terry, you will be fine at Charlotte. It is true some of the cars on the outside touch the wall enough to bounce off 2-3 feet, but it really hasn't disrupted the race at all. I haven't seen it every lap, but enough for it to be called consistent.

Sent from my SGH-i917 using Board Express
I haven't had a chance to play yet with the patch. Is the break checking gone? That's my biggest complaint
 
# 62 TCrouch @ 01/18/13 02:29 PM
If you're already running it, I'll trust your opinion more than the schmucks on the official boards. Tell me this:

If you run at Richmond, are the AI really stopping every few laps to pit? That's bizarre if true. I typically just run 10-20% career with 3 or 4x wear to get a few stops in.

I can deal with cars tagging the wall, because that's actually more believable than what they did previously, as far as the brake checking. But if they don't all pull straight out into the track and crash everybody on a green flag stop, that's my biggest beef. But the brake checking at places like Charlotte or Atlanta, and things like Dover seeming to have a bizarre line that made no sense in the corners--those killed it for me.

I can adjust if it's predictable and doesn't pull me out of the immersion (like a yellow every time there's a green flag stop). Turns out I don't even get a lunch today, so I won't be able to try it out for like 5 more hours.
 
# 63 bluengold34_OS @ 01/18/13 03:43 PM
Quote:
Originally Posted by Tribe1
I haven't had a chance to play yet with the patch. Is the break checking gone? That's my biggest complaint
Well I have only raced three races. In my first two race at Auto Club, and Chicago didn't notice any break checking at all. In Charlotte, I noticed it a little still in turn 3 into 4. That is a tricky turn though, and with a lot of people it feels mostly understandable.

Quote:
Originally Posted by TCrouch
If you're already running it, I'll trust your opinion more than the schmucks on the official boards. Tell me this:

If you run at Richmond, are the AI really stopping every few laps to pit? That's bizarre if true. I typically just run 10-20% career with 3 or 4x wear to get a few stops in.

I can deal with cars tagging the wall, because that's actually more believable than what they did previously, as far as the brake checking. But if they don't all pull straight out into the track and crash everybody on a green flag stop, that's my biggest beef. But the brake checking at places like Charlotte or Atlanta, and things like Dover seeming to have a bizarre line that made no sense in the corners--those killed it for me.

I can adjust if it's predictable and doesn't pull me out of the immersion (like a yellow every time there's a green flag stop). Turns out I don't even get a lunch today, so I won't be able to try it out for like 5 more hours.
At Charlotte the break checking in turn 3-4 is there, but I feel like it is to be expected, as that is a really tricky turn with a lot of people. It could be that I have raced Charlotte so many times, that I am just use to it also.

Racing Richmond right now - hit you back up with what I see.
 
# 64 bluengold34_OS @ 01/18/13 04:15 PM
Here are my findings after racing at Richmond and Atlanta

Diff - Med(just for testing purposes)
Length 50%
Tire/Fuel wear X2
Damage - Visual (testing only)
Controller - Xbox 360 controller

Richmond - As far as reports of A.I. pitting every few laps - I saw absolutely no signs of this at all. I also no signs of break checking other then turn 1 on lap 1 - which is to be expected. Saw none of it after that.

Atlanta - Saw signs of of break checking still here consistently. I saw in on the front stretch often, and also in turn 2 I believe. It may have something to do with the AI on med - but limited time, just trying to get some results out.
 
# 65 TCrouch @ 01/18/13 04:19 PM
I'd be curious what you see on Hard or Champion. If they still brake so hard on Champion that they're impossible to miss, or even on Hard, that's still a big one in my book. Because the AI are so much tougher to beat on Champion, having to drive defensively to avoid weird issues with their line makes it that much harder.

Thanks for all of this info, though, man.
 
# 66 bluengold34_OS @ 01/18/13 04:34 PM
Quote:
Originally Posted by TCrouch
I'd be curious what you see on Hard or Champion. If they still brake so hard on Champion that they're impossible to miss, or even on Hard, that's still a big one in my book. Because the AI are so much tougher to beat on Champion, having to drive defensively to avoid weird issues with their line makes it that much harder.

Thanks for all of this info, though, man.
No problem Terry. I wish I had more time, but a bit limited right now. Am going to do so more testing tonight moving the difficulty up to Hard, then eventually Champion -
 
# 67 Hunkerdown @ 01/18/13 07:20 PM
See i can take dust off and try some testing after patch, I will check on hard a as well, what other settings you guys using?
 
# 68 CS10029 @ 01/18/13 11:05 PM
Just seen the stupid bug when a car pits the lap after a caution restart. Which causes the entire inside lane to slow down to a crawl. So disappointing...
 
# 69 Cubfan @ 01/20/13 04:16 AM
The two issues that keep annoying me about offline is the constant brake checking on straight a ways and the constant pitting by the AI. Im racing at Michigan with 1x tire wear and the cars in the last 10 spots on the track are going to the pits. I did see a couple of cars make a green flag stop and got on and off pit lane without issue.
 
# 70 TCrouch @ 01/21/13 10:09 AM
Tried it for a few races. I did 10% race with 4x wear, and cars at Phoenix were pitting after 6 laps. There was enough fuel to make it 18, but apparently they made the tires wear out so fast that the crew chief is screaming at you to come in and get new tires after a few laps, so that must be what the AI is doing. They stopped 3 times in a race that should have been a one-stopper.

Then the hilarious "fix" they gave for the cautions after green flag stops. The AI still swerves right back up into traffic--they just made it a clip-through vehicle with no collision detection! That's how they avoided the pile ups...just make it so the car can't be hit! That's absurd.

The brake check is alive and well...being forced to take an outside lane so I can avoid the coming-to-a-crawl inside line is a little nuts. I'm pretty sure I'm done with this game for a good long while. Waited and waited for this patch, and after 3 or 4 career races, I honestly don't know what it changed on my long list of things I hated.

Driving around on my own is incredible. Other cars on the track is an absolute mess.
 
# 71 bluengold34_OS @ 01/21/13 02:58 PM
Quote:
Originally Posted by TCrouch
Tried it for a few races. I did 10% race with 4x wear, and cars at Phoenix were pitting after 6 laps. There was enough fuel to make it 18, but apparently they made the tires wear out so fast that the crew chief is screaming at you to come in and get new tires after a few laps, so that must be what the AI is doing. They stopped 3 times in a race that should have been a one-stopper.

Then the hilarious "fix" they gave for the cautions after green flag stops. The AI still swerves right back up into traffic--they just made it a clip-through vehicle with no collision detection! That's how they avoided the pile ups...just make it so the car can't be hit! That's absurd.

The brake check is alive and well...being forced to take an outside lane so I can avoid the coming-to-a-crawl inside line is a little nuts. I'm pretty sure I'm done with this game for a good long while. Waited and waited for this patch, and after 3 or 4 career races, I honestly don't know what it changed on my long list of things I hated.

Driving around on my own is incredible. Other cars on the track is an absolute mess.
Well that sucks - Haven't had any time to do more testing then what I initially did on day one. I trust your word though, and now have to hope another patch or two can fix this. Only console NASCAR game we have - I need to enjoy it for what it is.
 
# 72 Bubba_Zanetti @ 01/22/13 01:58 PM
VERY dissappointed from what I'm hearing so far. With the season coming up I was ready to fire up my copy but it seems like the same lingering issues still apply.

Seriously wanted a Nascar game for the console but it might be back to NR2003 for me.
 
# 73 JMD @ 01/25/13 08:46 AM
I've been busy with other game so I haven't put this one in since the patch came out. From what I'm reading I'm thinking I should not download it. I only play off line and so far my experience has been pretty good. So maybe no patch for me.
 
# 74 bluengold34_OS @ 01/28/13 11:23 AM
First image of Gen 6 DLC for NTG:IL -

 
# 75 Lieutenant Dan @ 01/28/13 11:31 AM
That looks pretty sweet, Bob. Do we have any notion of date for this DLC to arrive?
 
# 76 bluengold34_OS @ 01/28/13 11:38 AM
Quote:
Originally Posted by Lieutenant Dan
That looks pretty sweet, Bob. Do we have any notion of date for this DLC to arrive?
Trying to secure that info as we speak Dan - I can only assume that it will be after Daytona, as they do not have all the schemes right now. I am hoping around the first or second week of March, but that is just a guess on my part.
 
# 77 bluengold34_OS @ 01/28/13 12:50 PM
Should have something official on the DLC by the end of this week, to the beginning of next - hang in there.
 
# 78 Lieutenant Dan @ 01/28/13 02:11 PM
Quote:
Originally Posted by bluengold34_OS
Should have something official on the DLC by the end of this week, to the beginning of next - hang in there.
Roger that...though March/April would be about right to get many of the schemes in there.
 
# 79 brandon27 @ 01/29/13 07:54 PM
Quote:
Originally Posted by Flamehead
I'm an offline only gamer and prior to the patch, I couldn't do much with it because I was bouncing all over the place with my csr wheel--I couldn't hold a line to save my life. After the patch, I've been able to dial in some settings and gave it a go (the patch supposedly made some wheel improvements, so I'm not sure if that was it, or maybe I just found settings that were right for me).

Anyway, post-patch this game isn't bad. I can actually bump-draft (both as the pusher and pushee) without spinning, the AI pit on different laps, etc. I know some people still have some issues, but as an offlline-only gamer, I think this is much better (now) than Nascar 09. Seems fairly solid now, at least to me.
I have to agree for the most part. I've still seen a few things that could use some tuning for my liking. I'd like the AI to be a bit more aware of where I am. Sometimes if we're running different lines and im underneath them but slightly ahead, they just slam right into me and turn me around. Sometimes coming off the turn when you're outside a car, they just slam you into the wall. It's as if they pretend you arent there, when any common sense driver would be getting screamed at by their spotter that Im to their outside, yet its like im completely invisible to them. That... annoys me.

I havent had a chance to run a longer race yet to see any of the crazy pitting stuff that some people say is going on, I hope I'll get to very soon. So far, in 20 lap races or so, with just regular 1x wear, I havent seen anything too funky at all.

The sight of that pic on the last page of the new car... looks sweet! Cant wait for that DLC
 
# 80 BurghFan @ 02/04/13 03:34 PM
So, what's the deal with the PS3 patch? Is it going to be released on not?
 


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