rec.autos.simulators

Rascar: Sears Point

Kyle Robert

Rascar: Sears Point

by Kyle Robert » Sat, 21 Jun 2003 14:26:19

I hope the turnout isn't low this week because we are on a road course. I
think Sears Point is much more fun in N2K3. Anyway, so what is a competitive
lap for a non-alien with the fast setup? I turned about 15-20 laps last
night with a fast lap of 1:18.7 and most laps in the 1:19s. I plan on
getting in some more practice before Saturday. Seems like there is much more
grip than in N2K2. I was happy that I didn't spin at all and only had two
short offs. Looking forward to racing Saturday, even with John. ;)

Kyle

John Simmon

Rascar: Sears Point

by John Simmon » Sat, 21 Jun 2003 18:51:04


I hope the poor showings at Silverstone (7 drivers) and Monza (only 4
drivers) aren't going to be the indicators.

My fastest lap is 1:16.4, most are 1:17, with a few dipping into
1:18.  I don't want to practice too much because the more I do, the
more likely it is that I won't finish the race.

:)

Jan Verschuere

Rascar: Sears Point

by Jan Verschuere » Sat, 21 Jun 2003 19:28:55

Yeah, don't put too many miles on that engine, buddy. <g>

Jan.
=---

mcwho

Rascar: Sears Point

by mcwho » Sat, 21 Jun 2003 22:37:05


: I hope the turnout isn't low this week because we are on a road course. I
: think Sears Point is much more fun in N2K3. Anyway, so what is a
competitive
: lap for a non-alien with the fast setup? I turned about 15-20 laps last
: night with a fast lap of 1:18.7 and most laps in the 1:19s. I plan on
: getting in some more practice before Saturday. Seems like there is much
more
: grip than in N2K2. I was happy that I didn't spin at all and only had two
: short offs. Looking forward to racing Saturday, even with John. ;)
:
: Kyle
:
:

Well, my times are terrible, I will be more like a rolling chicane here but
plan on attending.  I have the next two days off and will be running a lot
of laps.  Of course as  a rookie I need to get as many as possible in.  Sure
would be nice to have the flow of this track down by race time.  I would
have to agree that I have had more success in this sim than than NR2.

--
McWhom
-----------------------------------------------------------------

Tom Pabs

Rascar: Sears Point

by Tom Pabs » Sun, 22 Jun 2003 02:23:37

I can't remember if you guys run the fixed setup or not.....but what counts
at Infineon is what you average, lap time wise....over the complete tire
run.....not what your fast laps are.

Stay smooth, stay within your limits, don't go off-course and if
back-markers will hold their normal race line when being passed......you
should have a good result finish.  You guys have been racing together long
enough....this shouldn't be a problem, I would think.

Anyone capable of running sub-20's....has learned the racing line well
enough.  The trick....is being able to maintain your concentration well
enough and long enough.....to run 30 laps or so at a time without mistakes.
That is more of a challenge at Infineon than at most other tracks......it is
also something you pretty much can't practice doing - you either can or
can't!

This is probably the same advice being given to a lot of real world drivers
just about now......as the NASCAR guys get ready for qualifying in a few
hours.  It applies equally to sim racing at Infineon.

Have fun....

Tom


Dave Henri

Rascar: Sears Point

by Dave Henri » Sun, 22 Jun 2003 02:49:08

"Tom Pabst"

   Hey Tom,  this is a thread Hijacking.  The RSDG team have a mod released
with the old Sears Point layout included. At the real SP, on the old
section which carosels down the hill to the dragstrip, is that turn off-
camber or cambered into the inside of the track...I'm having a***ens of a
time getting around that...
dave henrie

frederickso

Rascar: Sears Point

by frederickso » Sun, 22 Jun 2003 05:36:54

I should be racing this week.


John DiFoo

Rascar: Sears Point

by John DiFoo » Sun, 22 Jun 2003 06:10:47



Link?

        John DiFool

Dave Henri

Rascar: Sears Point

by Dave Henri » Sun, 22 Jun 2003 06:14:02





>>"Tom Pabst"
>>> more
>>>> grip than in N2K2. I was happy that I didn't spin at all and only
>>>> had two short offs. Looking forward to racing Saturday, even with
>>>> John. ;)

>>>> Kyle

>>   Hey Tom,  this is a thread Hijacking.  The RSDG team have a mod
>>   released
>>with the old Sears Point layout included. At the real SP, on the old
>>section which carosels down the hill to the dragstrip, is that turn
>>off- camber or cambered into the inside of the track...I'm having a
>>dickens of a time getting around that...
>>dave henrie

> Link?

>      John DiFool

www.rsdg.net  but it's for F1 2k2 and thier isp shut them down cuz of
overuse this week.  I haven't checked if it's back up.  Speedsims.com also
should have it..SCR or Sports Car Racing  for..the EA/ISI sim not
Papyrus...see I told you it was a thread hijacking...
dave henrie
Tom Pabs

Rascar: Sears Point

by Tom Pabs » Sun, 22 Jun 2003 06:15:32

Hey Dave....

Did you lose my email address?  If want to email me about this, that's
great.  I'm not familiar with "RSDG"......but I probably should be.  Is that
the mod running GT cars in F1-2002?  Car physics could be an issue....and
the track they used to convert.....which version of Papy's NASCAR sim (was
it N-99 or N-2, or ?).

On the real track......the carousel (T-6) is flat at the top (which is also
its braking zone) after you crest the hill.  Then, it goes on camber through
the entry-middle section....than gradually rolls to flat...then off camber
at the exit.  Staying out in the center of the track....through the core
part of the carousel.....is the key to being fast through there.  I have
actually seen WC cars on the middle-outside of that turn....drive right by
somebody on the inside of the turn!  Its a great passing zone if you know
how to drive this section....and this is why the WC drivers hated to see
this part of the track disappear when the WC Chute was constructed in 1998.

I can tell you how to run this section of the track on the real road course
with the carousel (the SCCA and ALMS events all run the old original road
course).  I'll assume you are in some sort of a GT race car (heavier than an
open wheel....which I'll tell you the difference for a light open-wheel car
at the end):

a.  Technically, this "carousel turn" is also known as Turn-6 (T-6)....I'm
more used to calling it that and its easier to type, so I'll use that term.
T-5 is the big right hand, sweeping turn leading up to it (and is important
to how fast you are through T-6).....T-4 is the 110 degree sharp right
hander after coming down the hill from T-3a.  Got our turns sorted?

b.  Accelerating out of T-4.....either late apex the T-5 sweeper or stay in
the middle of the track all the way through it.  This will cost you a couple
mph through there, but that's okay...it will be more than made up as you go
through the carousel.  The reason for the late apex in T-5....is it allows
you to get fully over to the far right side of the track as you approach
(going up hill) the T-6 braking zone (if you apex T-5 normally, you can't
get over to the right side of the track with a "settled in" race car by the
time you need to be initiating the braking sequence).

c.  Now, here's the tricky part in a real race car (because if you miss
this...you are going into the tire barriers for sure)....but not so hard in
a sim car (no "price" for crashing...LOL)....as you are coming up the hill
to T-6....there's a crest at the top.......you want to brake later than you
would if you wanted all your braking done by the time you hit the crest.
This is not obvious.....and this is why the local driver's with local
knowledge are so much faster through this part of the course.  All the
novice drivers.....think they need to have all their braking done before
they crest over the hill and down into the carousel.  That's a real safe way
to get through here.....but also very slow!  Now....you have to adjust this
for the weight and speed (and size of brakes) for you race car......but try
to make it so you get about 80% of braking down before you crest the
hill......THEN YOU MUST GET OFF YOUR BRAKES.....as you go over the crest.
Time it as the car comes down....and "settles"........ that you are back on
the brakes hard....to finish the 20% of braking you have left to do (all
this remaining braking must be after the car settles down from cresting the
hill....and still up at the top of the carousel where it is neutral and flat
so you can finish braking before you rotate into the turn itself)!  Does
this make sense?  Its a tricky timing thing...but not too hard to learn
(especially if you can afford to slam the tire barriers a few dozen times
learning how to do this).  The key is when you get off the brakes....and not
getting back on them before the car is back on its weight (or you will get
real wheel, "wheel hop" big time and spin instantly).

d.  Okay....braking is done and now you are entering the carousel
entry-middle section....which is now rotating on camber.  You will tend to
want to move to the inside of the turn as you feel the car go to positive
camber.  Don't do it!  Resist the temptation and stay out in the middle to
outside of the turn.  Because of the bigger turning radius....you can carry
about 8 to 10 mph more speed (than if you were on the inside of the
turn)......then as you pass under the footbridge and see the bottom of the
turn (which is where it intersects back into the drag strip)......start to
work the car to the inside so you apex the exit area really late!
But...even though you are late on the exit apex.....the car is pointed more
up track so you can actually get on the throttle much sooner than if you had
come through the carousel turn on the inside.  Also....mistake wise.....if
you are in the inside and only slightly too fast.....you will push out at
the exit because the exit is off camber (remember?).......and then your
speed up into T-7 is just dead meat!

So Dave....that's how to drive the real Sears Point carousel.  Give it a
try....who knows if this "real world" modeling is correct in the sim you are
running....but maybe you'll to modify what I've told you here......???

Regards,

Tom


Dave Henri

Rascar: Sears Point

by Dave Henri » Sun, 22 Jun 2003 08:08:05



  Thanks...that answers two questions..they did a great job with the crest
before turn 6, but then it feels off camber to me(car is sent to the
outside if you are not already turned-in)...I'm the guy having to brake
before the crest and then coasting through the t-6 entry.  I'll go over
this as best I can ...another printed sheet from Tom P thanks.
  The track is a mod of the ISI Sears Point track.  I'm assuming they
started with the EA/ISI track and opened up the interior.   Sure isn't as
easy as I remember back with N2/N99.

   The track is included in the SCR mod by RSDG.  WHich is located at:
www.rsdg.net or speedsims.com

n

Larr

Rascar: Sears Point

by Larr » Sun, 22 Jun 2003 17:56:15

I don't think much of the Fast setup on this one.  It feels awfully tight,
and 2nd gear is a notch off.  You have to shift WAY too much or rev the hell
out of the engine.

-Larry


Larr

Rascar: Sears Point

by Larr » Sun, 22 Jun 2003 17:56:44

Oh, and you are a good 5 seconds faster than me :)

-Larry


Kyle Robert

Rascar: Sears Point

by Kyle Robert » Sun, 22 Jun 2003 19:00:55


I would change the gearing a bit if I could too. I am all over the rev
limiter in second going into turns 4 and 7. The setup doesn't really feel
too tight to me. You definitely have to be smooth and hit the marks here.
Corner entry is key. I turned about 30 or so more laps and got my fast time
down to a 1:16.9 and I can consistently lap in the 1:18s. My fastest lap was
my smoothest lap. If I try to hot lap it I am way slower. Should be fun this
afternoon. Hopefully we have a good turnout.

Kyle

Tom Pabs

Rascar: Sears Point

by Tom Pabs » Mon, 23 Jun 2003 00:18:43

Thanks for the referring info to RSDG, Dave!  I bookmarked the page and will
visit them when I get this Infineon track update done (for NASCAR 2003).

Sorry for the long and wordy post....I figured you could sort through it and
figure it out.  Hope it works for you?

TP




>   Thanks...that answers two questions..they did a great job with the crest
> before turn 6, but then it feels off camber to me(car is sent to the
> outside if you are not already turned-in)...I'm the guy having to brake
> before the crest and then coasting through the t-6 entry.  I'll go over
> this as best I can ...another printed sheet from Tom P thanks.
>   The track is a mod of the ISI Sears Point track.  I'm assuming they
> started with the EA/ISI track and opened up the interior.   Sure isn't as
> easy as I remember back with N2/N99.

>    The track is included in the SCR mod by RSDG.  WHich is located at:
> www.rsdg.net or speedsims.com

> n


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