NASCAR The Game: Inside Line - EU Release May 1st on PSN!

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Received my game on Friday, but was only able to try it out for the first time yesterday.
I'm only playing offline for now, so my first impressions are just coming from the Offline Career mode. I found some welcome improvements over last year's game, but also quite some things that got worse...

Improvements over NTG2011:
- More in-depth career mode with the duels in Daytona, practice sessions and sponsors that make sense now to earn upgrades to your car
- Better AI: faster and more intelligent (less PIT-manoeuvres)
- Better graphics: almost everything looks more smooth and nicer than the 2011 game
- You're no longer keeping your pre-caution position when you crash
- Caution summaries of who pitted, lost how many positions and so on
- Pack racing is nicer and AI is riding more lines than in 2011

Worse than NTG2011:
- Engine sounds: I really liked the brutal roar from NTG2011. Now they sound faint and not good at all (big step down)
- Fuel options in the pits: you can't choose anymore how many fuel you want to add. It's either 'none', 'splash' or 'fill'. And I'm not noticing any difference between splash or fill, I always get a full tank.
- Driving position: I'm always driving with the cockpit view without steering wheel. The driver position is higher than in 2011. The 2011 position was perfect, now it's too high to feel right.
- Wheel feeling: for me the wheel (DFGT) felt perfect with 2011. Now it feels a bit looser. Changing the deadzone to 0%, steering sensitivity to 100% and FFB to 95% makes it more close to the 2011 feeling, but still not as good and stable.
- Physics: even with all assists off it still feels like there is some aid. Especially when you need to correct the rear-end skidding away. This is now a piece of cake, while in 2011 you needed to fight the wheel more.

Other than that there are some annoying bugs that need fixing, but from the NTG forums it seems that the devs are listening well to the users.

All in all I'm happy with the improvements, but the things in my 'worse' part are really killing some of the fun.
 
Thanks for the great races tonight, Joe! Had a blast

No problem, thanks! Good races and finally got to try out online qaulifying. Anyone else on here that wants to race online, just add me. Usually on after 9:00pm EST
 
I have received and tested the game (offline) yesterday.
My impressions:
- Nice graphics
- Game arcade-oriented compared to 09. Even with all aids off, I can full throttle from being stopped and the car keeps straight. Also breaking without ABS seems easy. Si I felt the game less challenging than 09.
- I have not found in the menu or career HomePage how to set the AI strengh, race distance, ... Is not it possible to set all our préférences to make them the default?
 
- I have not found in the menu or career HomePage how to set the AI strengh, race distance, ... Is not it possible to set all our préférences to make them the default?

You need to set it at the start of each event. But it automatically saves all these settings.

So if you choose let's say Hard, 60% distance, cautions ON and full damage at the first event, you'll automatically see these values set when moving on to the second event, where you can change it if you want.

I actually prefer this above a main menu option, because a main menu option would mean you need to exit career mode everytime you'd like to make a modification to the race settings.
 
Can anyone explain me the difference between NASCAR 2011 The Game - that is available as download from EU PS Store at this moment - and this NASCAR Inside Line?

Is NASCAR Inside Line different? If so, is it available for PS3 anywhere?

Thanx in advance! 👍
 
Can anyone explain me the difference between NASCAR 2011 The Game - that is available as download from EU PS Store at this moment - and this NASCAR Inside Line?

Is NASCAR Inside Line different? If so, is it available for PS3 anywhere?

Thanx in advance! 👍

Inside Line is basically what you could call NASCAR the Game 2012.
It's only on sale in NA, so you'll need to import if you want it.

I made a comparison between both here:
(It just occurs to me that I forgot to put the more detailed damage model including overheating in the improvements section):

Received my game on Friday, but was only able to try it out for the first time yesterday.
I'm only playing offline for now, so my first impressions are just coming from the Offline Career mode. I found some welcome improvements over last year's game, but also quite some things that got worse...

Improvements over NTG2011:
- More in-depth career mode with the duels in Daytona, practice sessions and sponsors that make sense now to earn upgrades to your car
- Better AI: faster and more intelligent (less PIT-manoeuvres)
- Better graphics: almost everything looks more smooth and nicer than the 2011 game
- You're no longer keeping your pre-caution position when you crash
- Caution summaries of who pitted, lost how many positions and so on
- Pack racing is nicer and AI is riding more lines than in 2011

Worse than NTG2011:
- Engine sounds: I really liked the brutal roar from NTG2011. Now they sound faint and not good at all (big step down)
- Fuel options in the pits: you can't choose anymore how many fuel you want to add. It's either 'none', 'splash' or 'fill'. And I'm not noticing any difference between splash or fill, I always get a full tank.
- Driving position: I'm always driving with the cockpit view without steering wheel. The driver position is higher than in 2011. The 2011 position was perfect, now it's too high to feel right.
- Wheel feeling: for me the wheel (DFGT) felt perfect with 2011. Now it feels a bit looser. Changing the deadzone to 0%, steering sensitivity to 100% and FFB to 95% makes it more close to the 2011 feeling, but still not as good and stable.
- Physics: even with all assists off it still feels like there is some aid. Especially when you need to correct the rear-end skidding away. This is now a piece of cake, while in 2011 you needed to fight the wheel more.

Other than that there are some annoying bugs that need fixing, but from the NTG forums it seems that the devs are listening well to the users.

All in all I'm happy with the improvements, but the things in my 'worse' part are really killing some of the fun.
 
Can you do the all star race in 2 player mode?

You can not do the All Star in two player mode. Only in Career mode if you qualify for it. I am still in my first season and did not qualify for it so I haven't a had a chance to do it.
 
You can not do the All Star in two player mode. Only in Career mode if you qualify for it. I am still in my first season and did not qualify for it so I haven't a had a chance to do it.

Ok. Is there a bud shoot out?
 
I only play offline with this game, but never had any freeze so far...
I'm playing on PS3.
 
The freezes came when playing online on PS3 and once when playing off line after having entered in an online lobby.

Yesterday I started career mode in champion mode. It is very challenging as our car is inferior to the other ones. I'm almost 1 sec behind the 42nd and finished the Daytona race 40th. At the (re)start, I cannot catch the draft.
 
The freezes came when playing online on PS3 and once when playing off line after having entered in an online lobby.

Yesterday I started career mode in champion mode. It is very challenging as our car is inferior to the other ones. I'm almost 1 sec behind the 42nd and finished the Daytona race 40th. At the (re)start, I cannot catch the draft.

Without any upgrades to the car I also found this one impossible on champion.
On the other hand it was a pretty easy win on Hard :)

I'm nearly halfway through my first season now I'm alternating between Hard and Champion depending on the track.
 
I see you're from BE too. Maybe we will race once in a same lobby. :)
How do you feel the DFGT? Compared to the pad I feel the left bias too strong...
 
I just got mine yesterday. Has anyone else noticed the freezing when you rewind a race?

I already got several freezes.

To all:

Has somebody already got an engine failure or seen an opponent having one?
Has somebody already given up after a big crash? Or just seen an opponent giving up for that?

The only thing I already had is a tire blowing. Nothing else.
And running with a grille tape set to 100% don't make the engine blowing.

This game is far from 09 yet...
 
Patch news from Dave at official forums:

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 starts.
Dave T.
Eutechnyx Dev. Team
 
And running with a grille tape set to 100% don't make the engine blowing.
It does lose power though.

The only things I find wrong with it is the pack racing(even on non-restrictor plate tracks), the AI does not know how to rejoin a track, if you try to pass on the low side, the AI also commits and wrecks you, and they do not know how to dodge a wreck.

Oh, and the default set-up at Texas.:scared:
 
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Just got this game yesterday. Drove it first with my Wheel I just got and its fun but nervewracking at the same time. Of course at the restrictor plate, its just frustraiting as I cannot keep the car steady in the corner and that greatly affects my abilty to race around other cars. On the pad, not that much better (though I suspect it was just the default setup at Texas that threw me for a loop). Speaking of the A.I., is it just me or do they have this irritating habit of abruptly picking up speed mid corner (and some cases, wrecking me while I'm already underneith another car)? Haven't tried online simply because I'm still getting used to the game. The painting however is much better then 2011 and even includes the ability to mirror decals (which helps greatly when try to do the kind of Paint schemes I do). I also like the fact that you are not stuck to one make as you were in 2011 as I can now actually choose the make I want to paint on. And thank goodness someone listened at Eutechnix because I no longer need to make Contengency logos on the sides (was a complete disaster in 2011). My only complaint is the limited things you can do with the number. Would be good if I could at least stretch the darn thing.

Anyhow, my thoughts after playing it for a day.
 
Just got this game yesterday. Drove it first with my Wheel I just got and its fun but nervewracking at the same time. Of course at the restrictor plate, its just frustraiting as I cannot keep the car steady in the corner and that greatly affects my abilty to race around other cars. On the pad, not that much better (though I suspect it was just the default setup at Texas that threw me for a loop). Speaking of the A.I., is it just me or do they have this irritating habit of abruptly picking up speed mid corner (and some cases, wrecking me while I'm already underneith another car)? Haven't tried online simply because I'm still getting used to the game. The painting however is much better then 2011 and even includes the ability to mirror decals (which helps greatly when try to do the kind of Paint schemes I do). I also like the fact that you are not stuck to one make as you were in 2011 as I can now actually choose the make I want to paint on. And thank goodness someone listened at Eutechnix because I no longer need to make Contengency logos on the sides (was a complete disaster in 2011). My only complaint is the limited things you can do with the number. Would be good if I could at least stretch the darn thing.

Anyhow, my thoughts after playing it for a day.

Agree, once I relaxed and remembered it was not for sheep stations I really had fun. I keep getting an unexpected shunt mid corner as well:crazy:
Still cheap fun:👍
 
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