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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.

Game: NASCAR The Game: Inside LineReader Score: 6/10 - Vote Now
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Member Comments
# 101 bigdoc85 @ 03/10/13 06:54 PM
I haven't bothered to try the wheel yet (I have to move my PS3 to the basement to use it so it's a bit of a pain). Eventually I'll get around to it but I have been fairly happy with the controller (I could never play NTG 2011 with the controller). I'll let you know if I do.


Quote:
Originally Posted by ktb1972
How did the wheel work if you could let me know thanks.
 
# 102 jenglund @ 03/11/13 10:35 AM
I have one of those older Logitech Driving Force wheels for the PS3, and I've tried multiple settings and I can't make the car stay in a straight line without jacking up the assists. It's really weird.

It seems way too twitchy for me...I put deadzone at zero, I put it at 75%, and raised/lowered sensitivity...I don't know.

I'm not the best racer in the world, so maybe just more practice, but I always had a good handle on Nascar 09.
 
# 103 bigdoc85 @ 03/12/13 07:14 AM
That's good to know. I have the Drive Force GT Wheel. As mentioned, pre-patch this game was unplayable with my wheel. I may try it again but I'm getting pretty comfortable with the controller.

Quote:
Originally Posted by jenglund
I have one of those older Logitech Driving Force wheels for the PS3, and I've tried multiple settings and I can't make the car stay in a straight line without jacking up the assists. It's really weird.

It seems way too twitchy for me...I put deadzone at zero, I put it at 75%, and raised/lowered sensitivity...I don't know.

I'm not the best racer in the world, so maybe just more practice, but I always had a good handle on Nascar 09.
 
# 104 brandon27 @ 03/12/13 11:53 AM
Quote:
Originally Posted by jenglund
I have one of those older Logitech Driving Force wheels for the PS3, and I've tried multiple settings and I can't make the car stay in a straight line without jacking up the assists. It's really weird.

It seems way too twitchy for me...I put deadzone at zero, I put it at 75%, and raised/lowered sensitivity...I don't know.

I'm not the best racer in the world, so maybe just more practice, but I always had a good handle on Nascar 09.
Is it constantly pulling left? If so, that's probably the cars set up... It's done intentionally to help the cars turn.

Im sure you may already know that, depending on how big of a race fan you are, but just thought I'd throw that out there just in case.
 
# 105 jenglund @ 03/12/13 03:26 PM
Yep, thanks. No, it just feels very squirrelly...like I'm driving on dirt with no grip.

I'll keep messing with the settings for a while, but otherwise, I might have to bag it. Not really into using a controller for these types of racing games.
 
# 106 Hunkerdown @ 03/16/13 01:10 PM
Oh where , oh where, is 360 patch?????
 
# 107 EJQJ99 @ 03/19/13 01:37 PM
Did they give or what?
 
# 108 Hunkerdown @ 03/19/13 09:08 PM
Anyone know anything?
 
# 109 Louielouie3 @ 03/19/13 11:07 PM
Can't give any more news when there isn't any news to give. Same as before, we'll know when the patch is submitted to Microsoft.
 
# 110 Hunkerdown @ 03/20/13 06:44 AM
Quote:
Originally Posted by Louielouie3
Can't give any more news when there isn't any news to give. Same as before, we'll know when the patch is submitted to Microsoft.
If there is even a patch, history of this studio and patches not to good.
 
# 111 PaperBoyx703 @ 03/20/13 10:20 AM
Thinking about picking up a NASCAR title again stopped playing NASCAR 09 right before the servers went dead and was 15th in the top leaderboards without Tona' whoring.

Just want to know if this is worth my time because I actually did get NTG11 and shelved it within a few days and waited all through that god awful patch submission/failures/resubmission period all for nothing IMO.

Purchased a wheel and strongly considering going into iRacing.

So I basically want to know, how this plays on PS3 with the recent patchwork online?
 
# 112 Lieutenant Dan @ 03/20/13 10:26 AM
Quote:
Originally Posted by PaperBoyx703
Thinking about picking up a NASCAR title again stopped playing NASCAR 09 right before the servers went dead and was 15th in the top leaderboards without Tona' whoring.

Just want to know if this is worth my time because I actually did get NTG11 and shelved it within a few days and waited all through that god awful patch submission/failures/resubmission period all for nothing IMO.

Purchased a wheel and strongly considering going into iRacing.

So I basically want to know, how this plays on PS3 with the recent patchwork online?
Hey Paper...what's up?

Man, if you 'strongly considering' iRacing I'd probably go in that direction. I mean, I think they are very difficult to compare. N:IL is a decent console racer when it's firing, but iRacing is just a whole other level of racing. The trick with it is the costs involved and the hardware requirements, but I think you've got the latter covered with your new Angry-Birds-Deluxe-'Puter. Have a good look at the structure of iRacing and if it appeals, I'd just go for it.

If I had the time and resources, I'd do iRacing.
 
# 113 PaperBoyx703 @ 03/20/13 11:45 AM
Quote:
Originally Posted by Lieutenant Dan
Hey Paper...what's up?

Man, if you 'strongly considering' iRacing I'd probably go in that direction. I mean, I think they are very difficult to compare. N:IL is a decent console racer when it's firing, but iRacing is just a whole other level of racing. The trick with it is the costs involved and the hardware requirements, but I think you've got the latter covered with your new Angry-Birds-Deluxe-'Puter. Have a good look at the structure of iRacing and if it appeals, I'd just go for it.

If I had the time and resources, I'd do iRacing.

Hey Dan!

Yeah I am going or thinking about doing their 3 month promo for $15 and see if I can remain interested in it and since it has to do with racing Im sure I will.

I might still pick up N:IL though, I wouldn't mind a lil' bump n' run action with yah Dan
 
# 114 Lieutenant Dan @ 03/20/13 12:22 PM
Quote:
Originally Posted by PaperBoyx703
Hey Dan!

Yeah I am going or thinking about doing their 3 month promo for $15 and see if I can remain interested in it and since it has to do with racing Im sure I will.

I might still pick up N:IL though, I wouldn't mind a lil' bump n' run action with yah Dan
I'd be so into that, you could check out my Leeeroy Jenkins rolling starts where I illegally run out in front of the pack and take the penalty! j/k

I've got N:IL on 360 though, so I guess that won't happen Please post and PM me to your post if you wind up with iRacing as I'd be really interested to hear your impressions of it.
 
# 115 TCrouch @ 03/20/13 12:28 PM
I've had more fun with this game in the past 2 days than the past 5 months combined. Why is that?

Because I quit using my Fanatec CSR Elite wheel and picked up a standard controller, turned the assists on except for the Auto-Brake, and set the game to Hard and started a new career. Every race has just 5% length because I can't stomach running a race requiring a pit stop, then watching the AI pit a good 5 or 6 laps earlier than required, and lapping the field because I pitted once.

In any case, I started with a pretty crappy little car, but managed 11th at Daytona. Holding my line with a controller--not so easy at a plate track. But at Phoenix I could really eat them alive in turn 1, then had a tougher time in turn 3 and 4, leading to a 16th overall.

Vegas they destroyed me, somewhere around 35th or 38th--but I never do well at Vegas with a default non-upgraded car, and at Bristol I qual'd 11th. But the tires fell off, and I dropped back to mid 20's by the end of the race.

Bottom line, even without the patch to fix the AI pit issues, I can see why people playing with a controller and just looking for that "hey it looks like what I see on TV!" feeling would like it. If I try to play it without my sim-goggles on, and just pitch the car around with a wiggly controller like I was playing Pole Position on an NES with a d-pad, it feels pretty damned good.

Just so many missed opportunities with this game. But at least I found a way to have some fun with it, months after I bought it. All it took was completely discarding my expensive equipment I have for racing games, and any sort of thought of realism. But I finally got the gameplay I wanted--competitive, and not dominant. I am up to the Texas race without a win, and only 1 top 10. Most of it is due to making a ton of mistakes mid-corner with a controller, but I'll take what I can get at this point.
 
# 116 PaperBoyx703 @ 03/20/13 01:07 PM
Quote:
Originally Posted by Lieutenant Dan
I'd be so into that, you could check out my Leeeroy Jenkins rolling starts where I illegally run out in front of the pack and take the penalty! j/k

I've got N:IL on 360 though, so I guess that won't happen Please post and PM me to your post if you wind up with iRacing as I'd be really interested to hear your impressions of it.
I'll keep yah up to date for sure bud.
 
# 117 Louielouie3 @ 03/20/13 10:54 PM
Quote:
Originally Posted by TCrouch
Every race has just 5% length because I can't stomach running a race requiring a pit stop, then watching the AI pit a good 5 or 6 laps earlier than required, and lapping the field because I pitted once.
That's the biggest issue I faced. I've been trying to find a way to require the AI and Player to pit a set number of times. Instead, I decided earlier to run races at 10% length for Watkins Glen, Michigan, and Bristol. The Glen was the most fun I've had with the game, Michigan I was running around 11th till I damaged my car, and Bristol was a fight.

I really think that Eutechnyx just needs to implement simple AI lines like that was in NASCAR Racing 3, (maybe NR2003?) where their were defined laps that the AI were going to make their pit stop.
 
# 118 BurghFan @ 03/20/13 11:33 PM
I run 20% races with 2x fuel/tires and races require from 1-3 pit stops.

My issue is that the AI seems to have no awareness or intelligence when it comes to avoiding wrecks. I race with cautions turned off because if I didn't I'd probably be accidentally bringing out the yellow every other lap on some trakcs. I don't intentionally wreck people (except for Jeff Gordon and Jimmie Johnson sometimes), but when I do accidentally wreck someone it seems the AI cars just can't figure out how to avoid the wreck and the wreck will just keep propagating around the track sometimes for the rest of the race. Makes it hard NOT to win sometimes.
 
# 119 Louielouie3 @ 03/21/13 10:46 AM
http://forums.nascarthegame.com/thre...l=1#post232912

Xbox patch has been submitted to Microsoft.
 
# 120 Lieutenant Dan @ 03/21/13 10:52 AM
Quote:
Originally Posted by Louielouie3
http://forums.nascarthegame.com/thre...l=1#post232912

Xbox patch has been submitted to Microsoft.
Here's hopin' so I can pull this thing back off the shelf...
 


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