Documentation
Installation
instructions are on the inside cover of your CD package.
TDRSim User’s Manual
BarrelSim User’s Manual
TRSim User’s Manual
TDRSim User’s Manual
Basic Overview of Tie Down Roping
Tie Down Roping is a popular sport which grew out of ranch work
where cowboys would rope and tie the calves to medicate them and evaluate them
for sickness. Soon, neighboring ranches
would match the skills of their cowboys against others. Today, Tie Down
Roping is an exciting and popular event for both fans and participants where
the cowboys compete for not only bragging rights, but prestigious prize money.
One of
the things which makes the sport challenging is the athleticism required from
both the roper and the horse. Add to
that the fact that there are many things to remember to do during each run in
order to make it fast. Add again the need
to make critical decisions during the run which could make you faster or slower
depending on the timing of the decision. This game brings all the excitement of
this sport to anyone with a compatible personal computer.
TDRSim is designed
to be as realistic as possible. It follows
the basic rules of the sport. The roper
starts behind a barrier which gives the calf a head start. This barrier is a line at the point where the
calf starts. The calf has a line of its
own between 10 to 20 feet (varies by arena) in front of the chute. If the roper crosses his line before the calf
crosses his, a 10 second penalty is tacked on to the roper’s time. Then roper then has to rope the calf, get off
his horse, flank the calf, and tie three legs together. When his hands go up, the clock stops. The roper cannot touch the calf again and
goes back to his horse. Then the calf
has to stay tied after he rides his horse up towards the calf. In this game, the calf has to stay tied for 3
full seconds which begins only after the horse has ridden up giving the calf
ample opportunity to get up.
The
Roper chooses whether to make two wraps around the leg plus the final wrap
(called hooey) or, if wanting to be fast, he can only make one wrap plus the
hooey. However, even though this is
faster, it is also risky since the calves have a higher probability of getting
up after the run. If they do get up, it
gives the roper an automatic 60 second time which is the same as a miss.
Game-play options in TDRSim
TDRSim allows 4
ways to play and enjoy the sport of Tie Down Roping
- Practice Arena
– Allows you to practice in any arena with 1 or 2 players
- XET Championship
– Allows up to a 16 player tournament, side-by-side, tournament
style in the XETC style.
- Circuit Tour
– Allows you to go on a year tour of multiple rodeos, tour championships,
and national finals trying to win the World Champion buckle for the year.
- Compete Online
– Allows you to give the same screen name and password used at
RopingArena.com then be stepped through the appropriate runs on your
computer. RopingArena.com then
totals all the times and award the winners.
To find
out more details about each option, click the button for the option then click
the Help button in that window.
Steps to complete a run
Regardless
of the game-play option, you make all tie-down roping runs the same way. The following is the list of sequential steps
which must happen to complete a run. The
keys or buttons which are pressed to make these steps happen is described in subsequent
sections.
- Start the run.
The lights will count down to green then the chute gates will open.
- Move towards the calf without crossing your line
before the calf crosses his line.
- When close enough, throw your rope.
- If you caught the calf, stop your horse and dismount.
- Move the roper on the ground towards the calf.
- When you are at the calf, flank the calf.
- String the pigging string on to the front leg.
- Gather the hind legs and make one wrap around all
three.
- If desired, make another wrap around the three legs.
- Make the final wrap, called a hooey,
then raise hands in the air to stop the clock.
- Go back to the horse and ride up to wait the 3
seconds. This is automatic in all
modes.
Starting
In TDRSim, you start the run by pressing the Space bar or the
#4 Button on your game controller. This
activates the counting down of the lights to release the calf. This style is what is practiced at the XETC
real life events.
If a
reassignment of the game controller or mouse to a different player is desired,
the time to do it is before starting the run.
You do this by pressing F3 and then stepping through the instructions
given.
Movement
You can
move your horse sideways, backward, forward, and fast forward. This is achieved using the W, A, S, D, Z, and
C keys for the Left Player and the Up Arrow, Left Arrow, Down Arrow, Right
Arrow, period, and comma keys for the Right Player Fast forward (called spurring) is achieved by
holding down the Alt key (Left Player) or the Shift key (Right Player) while
moving.
Whichever
player is configured to use the mouse (configure by pressing F3 in the
simulation) also can use the mouse for left-to-right movement. This is a fine tuned movement and is a
popular way to get the highest accuracy.
With a
game pad, game controller, or joystick, you move with the navigation device of
your specific controller. Spurring is
not necessary since all movement with these devices is assumed to be a full
speed.
After
throwing the rope, the roper must dismount by moving to the right (game
controller, D key, or Right Arrow depending on the Player). Then he must go to the calf. Use the same movement controls you used when
he was mounted to accomplish this.
Actions
The
following paragraphs describe which buttons to press at the appropriate
time. As you can see,
you really only need to learn a few keys and use those keys at the right time. Timing is the key, not necessarily the
dexterity of your hands.
Note: This description uses the default game
controller mapping. Since it is possible
to remap the buttons on your joystick or game pad, this description should not
be taken literally in regards to button numbers.
You tell
the roper to throw the rope by pressing the G key (Left Player), the Enter key
(Right Player), the Left Mouse Button, or the #1 Button on your game controller.
You tell
the roper to stop his horse and pitch the rope slack
by pressing the G key (Left Player), the Enter key (Right Player), the Left
Mouse Button, or the #1 Button on your game controller. If you forget to do this, you can still
dismount but the horse will continue to run down the arena and subsequently so
will the calf.
You tell
the roper to flank the calf by pressing the G key (Left Player), the Enter key
(Right Player), the Left Mouse Button, or the #1 Button on your game
controller.
You tell
the roper to string the front leg by pressing the G key (Left Player), the
Enter key (Right Player), the Left Mouse Button, or the #1 Button on your game
controller.
You tell
the roper to make a wrap by pressing the G key (Left Player), the Enter key
(Right Player), the Left Mouse Button, or the #1 Button on your game
controller. In Professional mode, you
must continue to press this (4 times = one revolution). Randomly, the calf will kick which causes you
to go back to the point where the calf has just been “strung”. This is real-to-life. The faster you tie, the less the chance of
the calf kicking.
You tell
the roper to make a 2nd wrap (this is optional, you can skip and go
to the final hooey with the increased risk of the calf getting up) by pressing
the G key (Left Player), the Enter key (Right Player), the Left Mouse Button,
or the #1 Button on your game controller.
In Professional mode, you must continue to press the appropriate key to
finish the wrap (4 times = one revolution).
You tell
the roper to make the hooey (name for the final wrap) by pressing the H key
(Left Player), the Ctrl key (Right Player), the Right Mouse Button, or the #2
Button on your game controller. In
Professional mode, you must continue to press the appropriate key to finish the
tie (4 times = one revolution).
Modes
You
select between three modes of skill:
·
Beginner
·
Amateur
·
Professional
Beginner
– This mode is intended for people who
would otherwise find it hard to navigate a horse. Yet they very much enjoy playing the
game. For example,
small children or people not familiar with computers. In this mode the horse and roper are
completely automatic. It will put you in
the right position every time to make a throw.
When you are close enough click on the appropriate key
or button, as described above, to throw the rope. The flank is automatic and the string is
automatic but you do have to click the appropriate key or button to make your
wraps. The calf never gets up after the
tie in this mode
Amateur
– This mode is the recommended starting
mode for players who first play the game.
In this mode you have to control the horse and roper but do not have to
make the entire wraps. You just click
once for each revolution. The aim is
also automatic allowing you to catch most of your calves assuming you are close
enough. You will probably advance
through this stage onto the Professional mode after a few hours of play.
Professional
– This mode allows you to truly hone your
tie-down roping skills. First of all,
the aim is not automatic so you have to navigate your horse to allow the
crosshairs to be on the calf’s head before you throw. However, the simulation won’t let you get
more than 22.5 degrees (45 degree total window) out of direction with the calf. The calves are much faster and dodge and dart
around the arena randomly mimicking a real calf. You also have to indicate to flank and string
at the appropriate times. When tying,
you have to continue to click to finish the revolutions of the wraps. The times you are trying to beat will also be
more competitive. Online competition at
RopingArena.com always uses Professional mode.
One Wrap vs Two Wraps
A calf
tied with 2 wraps and the final hooey has a 5% chance of getting up after the
tie. A calf tied with 1 wrap and the
final hooey has a 35% chance of getting up after the tie.
1st Person vs 3rd Person
Views
A 1st person view is when the camera is
positioned so it is the eyes of the player.
A 3rd person view is when the camera is positioned behind and
above the player allowing a greater field of vision. The game will default to the 3rd
person view but you can set your preference in the System Options window. During the simulation, typically before you
begin a run, you can switch back and forth
between the two views by pressing the F7 key.
Many people prefer the 3rd person view while learning until
they get a feel for where things are. The first person view is typically easier to
rope the calves since you have a closer view.
When 2 players are playing at the same time, the screen is divided. Both players will be in either 1st
person or 3rd person view and the F7 key changes both views.
Instant Replays
After every run, regardless of the
type of game play, you can press F2 to view an instant replay of the run. This is taken from a 3rd person
camera vantage point. You can interrupt
the replay at any time by pressing the F1 key.
Exiting the Simulation
At any time, you may press the Esc
key or the F12 key to exit the simulation.
Hints
Suggestions for a faster run:
- Use
the 1st person view for faster, more accurate roping.
- Practice
getting out past the barrier without breaking it in many different
arenas. Learn to judge where the
calf is in relation to his barrier line to know when you should
leave. This of course depends on
your starting position. You can
back all the way back to the back of the box to ensure you are always in
the same position every time.
- Rope before you get to a fence or something which might
slow you down.
- Press
the appropriate key or button, as described above, to stop your horse and
pitch your slack. If you notice in the instant replay that
your horse is drifting off to the left after you throw rather than
stopping, it is because you failed to tell him to stop.
- When
dismounting, practice moving to the right just far enough to dismount but
not to far. Then press to move
forward immediately so no time is wasted.
- Anticipate
when things will happen so you can click at the right time. For example, be ready to click the key
to invoke the string action as soon as the calf is flanked.
- If you’re needing to be very fast and make up some time,
go ahead and make only one wrap, skipping the second wrap to do the
hooey. You’ll have a bigger chance
of the calf getting up, but if a second wrap would make you lose anyway,
what have you got to lose?
Common Questions
How
many game pads do I need?
The optimum configuration is to
have 2 identical game pads. That way,
each player can have their own device without having to learn different keys on
the keyboard.
Is
there a specific game pad/controller I should purchase?
Any USB style game pad, game
controller, or joystick should work fine.
Just make sure it is compatible with your PC. The game only uses a few of the buttons so
you don’t need to spend a lot of money on something fancy.
How
do I get better at the game?
The Practice Arena allows you to
work on your skills. It will breakdown your elapsed time for you at the end of each
run. This allows you to see where you
spent a lot of wasted time during your run.
The Instant Reply feature also allows you to see what you can improve on.
Sometimes
the screen turns black. What is this?
Since most of the game can be
played by just using the game pad, it is very possible that your screen saver
can come on thinking that nobody has pressed a key on the keyboard or moved the
mouse. Since the screen saver uses a lot
of the same graphics pipeline as the game, this can take a while to clear up
even after you press a few keys. The
best thing to do is to turn off your screen saver or move the mouse once in a
while depending on what your timeout setting is for your screen saver. Right click on your desktop and select
Properties to modify the screen saver settings.
Basic Overview of System Options
TDRSim requires you
to specify the graphics capability of your computer. You should try the highest level possible and
step down to where it runs satisfactorily on your computer.
Generally,
the higher your screen resolution, the better the graphics look. If you have at least a 32 Mb video graphics
card and are having any graphics problems, you should go to your card
manufacturer to download their latest video driver for your computer system.
TDRSim requires
DirectX v9.0c or above. This is provided
with the game installation and should be installed for you.
Your
desktop screen resolution must be equal to or greater than the selected game
screen resolution. If the game screen
resolution is less than your desktop screen resolution, the game will come up
in a window with a title bar. If the
game resolution is equal to the desktop screen resolution (recommended), the
game will come up full screen. You can
change your desktop screen resolution by right clicking on your desktop then
selecting “Properties” and then “Settings”.
In this
window, you can also turn on or off the playing of game sounds, the playing of
game music, and the playing of announcer commentary. You can control the volume of the game music
using the slider.
You can
choose the preferred starting view, 1st person view or 2nd
person view. A 1st
person view is when the camera is positioned so it is the eyes of the
player. A 3rd person view is
when the camera is positioned behind and above the player allowing a greater
field of vision.
You can adjust your mouse
sensitivity in the game. This does not
adjust your general mouse sensitivity for other applications.
By clicking the “Game Controllers”
button you can configure the actions for your game pad, joystick, or other game
controller. There are 5 options to
choose from for each button:
·
Start
– starts the run
·
Trigger
– throw, pitch/stop, flank, string, wrap
·
Hooey
– wraps of the hooey
·
Replay
– view the instant replay at the appropriate time
·
No
action – does nothing
There are defaults for these
actions. You do not need to change any
but you can if desired. Realize that
some game pads and joysticks only have 8 buttons. In that case, don’t assign any critical
actions to buttons 9 and 10. Likewise,
some have more than 10 buttons. These
are not used by the game.
Common Questions
I
have a new computer but it won’t let me play at the highest level?
Even new computers come with
different variations in video cards.
Some things which can affect the ability to use a higher graphics option
are:
-
The type and maker of the video card on your computer.
-
The amount of memory of your video card (32mb, 64mb,
128mb, 256mb). The more the better.
-
The amount of RAM memory you have. The more the better
-
The resolution and refresh rate capabilities of your
monitor.
I
am unable to run the game?
Select the lowest option then try
again. If still unsuccessful, reboot,
select the lowest option and try again.
If you are still unsuccessful and you know you have at least a 32mb
video card, download from your video-card manufacturer’s website an updated
graphics driver.
Basic Overview of Practice
The
Practice option allows you to specify a Player Name, Roper, Horse, and
Arena. Upon clicking “Play”, you will be
taken to the simulation and will be able to make 10 runs in the chosen Arena. During each run, the following statistics are
kept and displayed to you at the end of each run:
·
Seconds
late at the barrier (a negative value indicates that you were early and broke
the barrier).
·
Elapsed
time from the start of the clock, which is when the steer crosses its barrier
line, until the roper throws the rope.
·
Elapsed
time from the throw of the rope until the rope between the horse and the calf
is tight.
·
Elapsed
time from when the rope becomes tight until the string (called pigging string)
is around the front foot of the calf and the calf is ready to gather and wrap.
·
Elapsed
time from the front leg being strung until the roper has finished the tie and
has raised his hands.
Common Questions
Can
multiple players play in Practice?
Yes. You can define two players, Left and Right,
which will practice side-by-side, XETC style.
What
if I only want one player to Practice?
Leave the name of the Right player
blank.
Basic Overview of XETC Play
This is
the feature mode of the game. Xtreme Elapsed Time Championships (XETC) is a new
competition variation of the Tie-Down Roping sport. The rules of the sport are basically the same
but the ropers compete in an exciting, crowd pleasing, tournament style, roper
vs. roper event. You can go to www.xetchampionships.com
for more information about the real events and their schedule.
In the
game, you can setup a tournament of 2, 4, 8, or 16 players. These can all be real human players or you
can designate for some to be controlled by the computer. This allows a single human player to compete
in a tournament of 16 and have 15 of the players be
controlled by the computer.
It is a
single elimination tournament. “Win or
go home” is the common phrase to be heard at real XETC events.
Depending
on the winners of each bracket of the tournament, players who start on the
right side might have to compete from the left side and vice versa. If one of the players are
only comfortable with the mouse, or a certain game pad or joystick, they can
re-assign the mouse or game controller before each run.
Before
starting the simulation, you can specify the amount of purse for the
event. At the end of the tournament, a
payout schedule will be shown. A small
amount is awarded to the winners of each bracket at each level. Most of the purse is given to the overall
winner of the tournament.
Common Questions
Why
are there fireworks and flames at the beginning.
XETC events introduce each
contestant to the crowd with plenty of pyro, music,
and special effects. If you wish to skip
past this intro and go straight to the game, just press F1.
What
if I need to quit before finishing an entire Tournament?
The status of
the tournament are saved up until the last time the tournament chart was
shown. You can check the box for Finish
Previous Tournament and then play to finish the previous game. You can quit and change horse assignments or
change arenas but you cannot change the number of players in the
tournament. You can also quit TDRSim altogether then come back in and finish the
tournament.
What
if there is a tie?
If both ropers have a “no time”
(60 seconds) or both ropers finish with exactly the same time, the match will
be redone. The same ropers will show up
next to compete as opposed to advancing to the next match.
Basic Overview of Circuit Tour Play
A
Circuit Tour is a series of rodeo competitions each with a different set of
runs and a different purse payout. In
this game, 19 fictitious competitors plus yourself
compete at a series of rodeos trying to make the National Finals and finally
trying to win the World Championship.
The Top 20 standings are ranked according to money earned. You never see the runs made by the other
players. However, you do see the winning
times which you have to beat for each run.
You will always be the last to compete for each run.
Some
arenas have a long score which is the distance between the roper’s barrier line
and the steer’s barrier line. Others
have a short score. This makes it
challenging to know when to leave and not be late but at the same time not
break the barrier which results in a 10 second penalty.
Each
rodeo has a different total purse (money) to pay out to the winners. Some (40%) of the purse is used to pay the
top 4 places in each round. The
remainder (60%) is paid to the top 4 places in the Aggregate. The Aggregate is just a name for the combination
of times for all runs (rounds) at that rodeo.
So if you make fast runs on all of your rounds at a rodeo, you can win
money for those runs in each round but can again win for being top in the
Aggregate which is the combination of all run times. Likewise, someone might not win in the rounds
but may have a fast enough overall combined time to win in the Aggregate.
Common Questions
Can
more than one player play on the Circuit Tour?
No. The Circuit Tour is for one player at a time.
What
if I need to quit before finishing an entire Circuit?
Your status in the circuit is
saved after each completed rodeo. The
information is saved in a file for that player’s name. If you do quit before finishing, you can
return to finish the circuit by clicking on “Finish a previous game” and then
selecting the file in the list for that player’s name. Only one unfinished game is available for
each name. In other words, if a player
named “Ralph” quit before finishing a circuit, if he started a new circuit with
the player name of “Ralph”, his previous game would be lost.
Why
did it skip me at some rodeos?
Some rodeos allow only the top 10
or top 15 to be eligible for that rodeo.
Therefore, you want to maintain your position in the top 10 so you make
all events and have a chance to qualify for the top 15 which go to the National
Finals and try to win the World Championship.
Just like in real rodeo, the events for which you have to qualify, pay the most money to the winners.
How
are the times of the other players calculated?
The other players in the circuit
are fictitious. Their times for each
round are randomly assigned. Sometimes
the roll of the dice will make it such that it is very hard to win. Sometimes it will be easier to win. Professional mode is intended to be
challenging.
Does
Circuit play have anything to do with the Online Competitions?
No. The online competitions are managed
separately.
Please visit www.RopingArena.com for all details about how to compete
online.
Basic Overview
First
you create an account at RopingArena.com.
Second you
enter one or more of the current TDRSim events at the
site.
Third, using TDRSim
and the Compete Online option, you choose a roper and horse then specify the
same screen name and password used at RopingArena.com. It will then step you through making the
appropriate runs on your computer using your TDRSim
game. After each run the time will be
uploaded to RopingArena.com. You go back
to RopingArena.com in your browser to see how you are standing against other
competition.
You can view replays made by other
contestants by clicking on the View Replays button.
Common Questions
Does
it cost me money to compete?
Creating a login at www.RopingArena.com
is free and is the only way in which you can compete online. You are given some free entry credits upon
creating your login account. Entry
credits are used to enter events. You
can purchase additional entry credits or an entry subscription from the www.RopingArena.com
website at any time.
What
if I have a slow internet connection?
Once you have installed the
appropriate Arena for the event you will compete in, the amount of information
going between your computer and RopingArena.com is very small. Therefore, any speed of internet connection
is sufficient and has no adverse affect on your chances of winning.
What
if I lose my internet connection before finishing my event?
All of your event and entry
information is stored at RopingArena.com.
Losing your connection at anytime will not affect your competition. When you re-establish your connection, click
the “Connect to Compete” button again with the correct Screen Name and Password
and you will see that your events have not been lost and you will pick up right
where you left off. Your previous times
are still intact.
Do
I have to finish all runs of an event immediately?
Since all the information is
stored on the RopingArena.com, you can choose when to make the runs. You can quit, go back, quit again, etc. until
all runs are finished. You can even do
runs for different events before finishing any one event. However, you do need to be aware that most
events have a time limit on the RopingArena.com and you need to finish all runs
during the allotted time. You can find
this information from the RopingArena.com at any time.
Is
it safe for kids to compete online?
Every precaution has been taken to
keep the site safe and simple for kids.
However, CHILDREN SHOULD ALWAYS HAVE PARENTAL SUPERVISION WHEN DOING
ANYTHING ON THE INTERNET.
BarrelSim User’s Manual
Basic Overview of System Options
BarrelSim requires
you to specify the graphics capability of your computer. You should try the highest level possible and
step down to where it runs satisfactorily on your computer.
Common
Questions
I
have a new computer but it won’t let me play at the highest level?
Even new computers come with
different variations in video cards.
Some things which can affect the ability to use a higher graphics option
are:
-
The type and maker of the video card on your computer.
-
The amount of memory of your video card (8mb, 16mb,
32mb, 64mb, 128mb). The more the better.
-
The amount of RAM memory you have. The more the better
-
The resolution and refresh rate capabilities of your
monitor.
I
am unable to run the game?
Select the lowest option then try
again. If still unsuccessful, reboot,
select the lowest option and try again.
If you are still unsuccessful and you know you have at least an 8mb
video card, download from your video-card manufacturer’s website an updated
graphics driver.
Basic Overview of Practice
The
Practice option allows you to specify a Player Name, Rider, Horse, and
Arena. Upon clicking “Play”, you will be
taken to the simulation and will be able to make 10 runs.
Common
Questions
Can
multiple players play in Practice?
No. You should choose “Circuit” instead which
allows you to setup up to 4 players.
Basic Overview of Circuit Play
A
Circuit is a series of arenas each with a different set of runs and a different
purse payout. Each step in the Circuit
series can be either Barrel Racing or Pole Bending. Typically, most Circuit series consist of
smaller purse events with a final event with significantly more money being
paid out. Several default Circuits are
shipped with the game. You can also
build your own Circuit by choosing “Create Your Own Circuit”.
BarrelSim allows
you to setup 4 players to play in the Circuit.
The first thing you should do is choose the options to setup each
player. Do this by clicking on “Setup
Player #” for the appropriate player number.
Then choose the desired Player Name, Rider, and Horse for each
player. If you will be playing with less
than 4 players, erase the Player Name for the unwanted players. For example, if you are playing with just 2
players, erase the name for Player #3 and Player #4.
Once you
have finished setting up your players, click “Choose Circuit and Play” which
will bring up a new window allowing you to select the desired Circuit and then
to Play.
Common
Questions
Can
each player use the same Rider or Horse?
Yes. All can be the same or all can be different.
Do
you have to qualify for the final event?
No. Every player gets to compete in the final
event of the Circuit.
Can
I create my own Circuit?
Yes. Choose “Create Your Own Circuit” from the
Circuit window. Then follow instructions
from that page.
Does
Circuit play have anything to do with the Online Competitions?
No. The online competitions are managed
separately.
Basic Overview of Defining your own Circuit
A Circuit
is a series of arenas each with a different set of runs and a different purse
payout. Each step in the Circuit series
can be either Barrel Racing or Pole Bending.
Typically, most Circuit series consist of smaller purse events with a
final event with significantly more money being paid out.
The top
half of the window is where you setup each event of the Circuit. Here you specify the Arena to be used, the
name of the event, the purse to be paid out, the number of runs, and the type
of event. When you are satisfied, click
the “Add this Event to Circuit below” button.
Continue to do this for the number of events you wish to have in your
Circuit. You can have a series at the
same Arena. Or you can travel to
different Arenas.
When you are satisfied with the events in your Circuit,
type in the name of this Circuit and click the “Save” button. To
play in this newly created Circuit, click “Return” and then “Choose Circuit and
Play”. This new Circuit will show
up in the list of available Circuits.
Common
Questions
Can
I do both Barrel Racing and Pole Bending at each Arena?
Yes. You do this by creating two events right
after each other with the same name but with each type (one with Barrel Racing
and one with Pole Bending).
Are
the Circuits saved in a file?
Yes. If you wish to delete a previous Circuit,
select that Circuit and click “Delete”.
Basic Overview of Online Competition
Please visit www.BarrelArena.com for all details about how to compete
online.
First
you create an account at BarrelArena.com.
Second
you enter one or more of the current events at the site.
Third, using BarrelSim
and the Compete Online option, you choose a rider and horse then specify the
same screen name and password used at BarrelArena.com. It will then step you through making the
appropriate runs on your computer using your BarrelSim. After each run the time will be uploaded to
BarrelArena.com. You go back to
BarrelArena.com in your browser to see how you are standing against other
competition.
Common Questions
Does
it cost me money to compete?
Creating a login at the Entry
Website (www.barrelarena.com) is free and is the only way in which you can
compete online. You are given some free
entry credits upon creating your login account.
Entry credits are used to enter events.
You can purchase additional entry credits or an entry subscription from
the www.barrelarena.com website at any time.
What
if I have a slow internet connection?
Once you have installed the
appropriate Arena for the event you will compete in, the amount of information
going between your computer and the Entry Website is very small. Therefore, any speed of internet connection
is sufficient and has no affect on your chances of winning.
What
if I lose my internet connection before finishing my event?
All of your event and entry
information is stored on the Entry Website.
Losing your connection at anytime will not affect your competition. When you re-establish your connection, click
the “Connect and Compete” button again with the correct User Key and you will
see that your events have not been lost and you will pick up right where you
left off. Your previous times are still
intact.
Do
I have to finish all runs of an event immediately?
Since all the information is
stored on the Entry Website, you can choose when to make the runs. You can quit, go back, quit again, etc. until
all runs are finished. You can even do
runs for different events before finishing any one event. However, you do need to be aware that most
events have a time limit on the Entry Website and you need to finish all runs
during the allotted time. You can find
this information from the Entry Website at any time.
Is
it safe for kids to compete online?
Every precaution has been taken to
keep the site safe and simple for kids.
However, CHILDREN SHOULD ALWAYS HAVE PARENTAL SUPERVISION WHEN DOING
ANYTHING ON THE INTERNET.
TRSim User’s Manual
Team Roping Overview
Controls
Heading
Heeling
Team Roper Levels
Advancing Through the Levels
Multiple Players
Graphics

Team Roping Overview
fact that you have
purchased TRSim means you probably know about Team
Roping already. But in case you don't, here is a quick overview.
Team Roping consists of a header and a
heeler trying to rope a steer. Their objective is to head the steer around the
horns and then heel the steer around both back legs faster than other teams
they are competing with.
The header and heeler both ride trained
horses and each carries a rope. Prior to the run starting, the header is
positioned in a starting position called the "header's box". The
heeler is likewise in position in the "heeler's box". The steer is in
a chute with the chute gate shut tight until the header indicates the run
should begin. The chute gate opens, the steer leaves
the chute running down the arena. The header moves his/her horse into position
to improve his/her chances of catching the steer's horns. After the steer is
caught the header takes contol of the steer and leads
it off to the left allowing the heeler to position his/her horse to rope the
back legs.
If either the header or heeler
miss the run is over immediately and the team receives a "no
time" for the run. If the header leaves the box too early a penalty of 10
seconds is added to the time. If the heeler catches only 1 hind leg there is a
5 second penalty. A popular Team Roping competition puts teams against each
other in a 4-steer or 4-go-round average. This means, the team with the lowest
time total of all 4 steers wins money and prizes. There is also a chance to win
money and prizes for having the fast time of an individual go-round.
TRSim is a powerful and fun way to train and maintain
skills involved in Team Roping.

Controls
the earlier levels you
are not required to control the horse position nor your aim. So
some of these controls are not necessary until you advance. There will
be a picture shown to you before entering the simulation showing you what you
need to control. The following is a list of keyboard controls.
Left Mouse Button, SPACE-bar, or Joy1 - Opens the gate and throws the loop
Arrow keys or Joystick -
Reins left/right, forward/back
Shift or Joy2 (while going fwd) - Spurs the horse to make it move faster
Mouse movement - Look
up/down and fine-tuned movement left/right
Right Mouse Button -
Swing the loop down
Esc or Q - Quit the
simulation and also this tutorial (press Y for yes, N for no)
R - Reset the simulation
to the first roping (press Y for yes, N for no)
H or F1 - Help
Z - Abort a roping run which
is in progress
P or Joy6 - Toggle
showing the prizes and money-won so far
F11 - Toggle gamma
F12 - Toggle the sound

Heading
early levels
automatically position the horse for you. In later levels you will control the
horse.
Much of the art of team roping is
positioning. That is also true in TRSim. You will be
responsible for positioning your horse and positioning the crosshair on your
target.
The header has the additional
responsibility of leaving the header's box at the appropriate time by not
breaking the barrier which results in a 10 second penalty. There are different
arenas in TRSim, each one with a different size box
and score (length from the chute to where the steer triggers the header's
barrier to fall). The header should judge the steer's speed when it leaves the
chute and try to leave the box so as not to break the barrier but also to not be
too late. If needed, you can "spur" your horse up to the steer
faster.
When heading, you want to position your
horse at the steer's left hip. You should place the crosshair directly at the
center of the horns by moving the mouse. Only when you are in the proper
position should you click the left-mouse-button to throw the loop. If you need
to reach further to head a steer for speed reasons or you are too far behind
the steer you can still do so. But realize that your aim needs to be higher
since gravity will pull your loop downward the farther it goes. You will also
need to have better aim than you do up close.
You can swing your loop prior to throwing
by clicking the right-mouse-button. This is the equivalent of swinging your
loop down. It will continue the swing afterwards. If you miss, you will know it
by the sound of your loop and the fact that it will not rope the steer. If you
catch, it will automatically switch over
to the heeler's perspective.

Heeling
the earlier levels the
horse is automatically positioned for you. In later levels you control the
horse.
When heeling, you want to position your
horse a little behind the left hip of the steer. You should position the
crosshair at the center of the steer's two hind legs above the hocks. Throw the
loop once you are in position and the steer's hind legs are back towards you
meaning he is getting ready to lift those legs to hop forward. This is called
"timing" your steer.
In earlier levels you do not need to have
the proper timing to catch. In later levels you only have a certain range of
motion of the steer's hind legs when he can be roped by both feet. In any of
the levels, if your positioning, angle, or timing are
off you might only rope one hind foot resulting in a 5 second penalty.
It is meant to be as realistic as
possible. Throwing from a bad angle or from far away can also result in a 5
second penalty. It is sometimes helpful to swing your rope in time with the
steer's hops before you throw. You can do this by clicking the
right-mouse-button when you want the tip of your loop to be down over the
steer's hip. If you miss, the rope will just fall on the ground. If you catch,
you need to back up as soon as possible to bring the rope tight.
Once the rope is tight the header will
turn around to face you and the clock will stop. The time on the clock plus any
penalties is your time for that goround.

Team Roper Levels
"New Entry"
in Single Entry mode will start out at a Level 1. As you master each level you
will automatically be changed to the next higher level. Each level is intended
to be harder than the previous level and requires more user interaction and
skill. Subsequent levels have higher payouts. The levels are:
#1 The steers are very slow.
The times you have to beat are slow. The only interaction is to open the chute
gate and throw the rope. You don't have to be in-time with the steer when
heeling. You catch only 1 hind leg if your timing is off.
#2 The steers are faster. The
times are a little harder to beat. You still only have to open the gate and
throw the rope.
#3 The times are even harder
to beat. You now have to control the horse's forward and backward movement. You
have to be more in-time or you will miss the heels. This begins to be more
challenging. It will take you a while to advance from this level and remaining
levels.
#4 The steers are faster.
The times are even harder to beat. You now have to control all horse movement.
Fortunately, the system doesn't let you be too far out of aim. You have to have
better timing to catch the heels.
#5 The steers are very fast.
The times are very tough to beat. The system doesn't help you with your aim.
You have to be exactly in-time to catch the heels. Very
challenging.

Advancing Through the Arenas and Levels
begin, click the Single
Entry button. A window will appear allowing you to either select an existing
name or create a new one. Click the "New" button and type in your
name. You will automatically start at Level #1.
Then click the Start button to begin the
simulation. It will take a few moments for the first arena to come up. Once it
is initialized you will be the header in the first arena. The panel at the
bottom of the window displays your times as you progress through the go-rounds.
If you win any go-rounds or the average it will notify you what you won and
what the prizes were. If at any time, except during a run, you wish to view the
running total of what you have won press the 'P' key.
When you finish the fourth go-round it
will automatically take you to the next arena. Each arena is meant to be unique
and different offering a variety of conditions. For every 4-steer average which
is won, you get 1 slot to compete for bigger money and prizes at a finals
roping at the very end of the simulation. You will know if you have made it to
the finals due to the large crowd and the fact that you are not automatically
positioned in the header's box.
You will need to walk through the tunnel
and get into the position you want in the box. The simulation scores you based
on money won minus total time and fast times. After surpassing certain scores
you will automatically be "upped" to the next level the next time you
enter the simulation. The purses increase the higher you go in level. The
difficulty also increases.
Be patient with yourself and have fun. It
will take a while to get the hang of it. It is not meant to be so easy that you
are quickly bored.

Multiple
players
can play TRSim as an individual player being both the header and
heeler. You can also make it more interesting by having 2 people on a team. One being the header and the other being the heeler. To do
this, select the "Pause before turn" option which will pause the run after the header catches allowing the person
representing the heeler to get in front of the controls and be ready without
jeopardizing the run. Once the heeler is ready to continue he/she presses the
SPACE-bar.
Some computers are configured with 2 mouse
devices. In this case, the header can have one mouse and the heeler can
have the other. Then the switching
between the two is near instantaneous.
You can also hold a competition by
selecting the "Multiple Entries" option and entering the names of
either individuals or teams. Once entering the simulation it will then call for
each team in turn for each go-round. The teams compete against each other as
well as the computer.
If you use this feature to hold a
competition where money is involved you must first gain permission from Rodeo
Software.

Graphics
to run TRSim with the default settings. If you have any problems,
you can tune the graphics quality to your system by adjusting the controls in
the TRSim pre-simulation window.
If you have any problems with the quality
of the picture or if the simulation immediately aborts, set the "Graphics
Hardware" option to "Incapable" and the resolution to "Very
Low". This will make the quality of graphics lower but may be necessary
for your particular system. Then, you can raise the options up one by one
to find your maximum setting.
Also turn off the "Show ..."
options to reduce the amount of graphics on the screen. You can also try
"Weak" to see if it fits your system. If you have a very good
graphics card you can set your resolution to "High" and your hardware
to "Good". Try this to see if your system can handle it.
The quality of the graphics of the
simulation and its responsiveness to you is entirely based on your computer
hardware. While the simulations will run on a low grade (older) computer with
minimal or no graphics card, it may not be up to the quality it can be.
Graphics cards make the most difference. They are also quite inexpensive. A
graphics card with only 2-4 Megabytes (MB) of memory of its own is usually
adequate. TRSim uses a technology called DirectX. To
make use of a graphics card it must support DirectX. Nowadays you can purchase
graphics cards with 64 MB of memory for quite low prices. You should check with
a computer store to see which ones you can add to your model of computer.
How do I know if my performance is good
enough? One easy way to tell is by looking over at your partner. In a very slow
system, the rider will not keep up with the horse and will ride back behind the
saddle. Again, turning off the "Show ..." items in the pre-simulation
window will help.
Another deterrent to performance is your
computer's memory (RAM). Most of the operating systems (Win95, Win98,
W2K, XP) take more than 32 Mb of memory themselves to run. TRSim itself takes about 32 Mb. If you don't have
adequate memory in your computer to run both your operating system and TRSim then the computer has to "swap" to the hard
drive which is extremely low. If your hard disk light is frequently on
while TRSim is playing it is likely due to not having
enough memory. Once again, memory is not generally too expensive to
purchase. Contact your computer store.