rec.autos.simulators

CART2 released for Nascar Heat (Team Players)

Maxx

CART2 released for Nascar Heat (Team Players)

by Maxx » Tue, 12 Aug 2003 03:01:32

Hi Guys,

Just thought I'd pass this on if you've not seen it in other forums.

At least 18 months in on/off development but we've finally released
the CART2 mod for Nascar Heat. This is like nothing you've seen before
for Heat, read about it all (and get the download link) here :

http://www.racesimcentral.net/

Maxx

Dave Henri

CART2 released for Nascar Heat (Team Players)

by Dave Henri » Tue, 12 Aug 2003 03:18:26



bad link Maxx

Jeffrey345

CART2 released for Nascar Heat (Team Players)

by Jeffrey345 » Tue, 12 Aug 2003 04:35:10

here ya go

http://forum.m4driving.sm/index.php?s=4030e5090ee834dac36dfa57c99e325...
T&f=350&t=38561&st=0&#entry267095

"Dave Henrie"

bertr

CART2 released for Nascar Heat (Team Players)

by bertr » Tue, 12 Aug 2003 06:39:26

Sounds great, but when will it be available for download?  I registered at the
website, finally found the link after much searching, then saw the message that
it's not up on the website yet.

> here ya go

> http://forum.m4driving.sm/index.php?s=4030e5090ee834dac36dfa57c99e325...
> T&f=350&t=38561&st=0&#entry267095

> "Dave Henrie"
> > bad link Maxx

Jeffrey345

CART2 released for Nascar Heat (Team Players)

by Jeffrey345 » Tue, 12 Aug 2003 13:51:27

D/L link is in first post of thread



> Sounds great, but when will it be available for download?  I registered at
the
> website, finally found the link after much searching, then saw the message
that
> it's not up on the website yet.


> > here ya go

http://forum.m4driving.sm/index.php?s=4030e5090ee834dac36dfa57c99e325...
Joao Gonzale

CART2 released for Nascar Heat (Team Players)

by Joao Gonzale » Tue, 12 Aug 2003 15:59:06

Fantastic job!

It is certainly the most difficult sim ever (just getting out of the pits is
nearly impossible in 1st gear) but it has a very authentic feeling and
watching CART races on TV you get the impression that those cars are really
VERY hard to drive.

Please keep supporting it as it is a great product.

Regards,

Jo?o Gonzalez


Dave Henri

CART2 released for Nascar Heat (Team Players)

by Dave Henri » Tue, 12 Aug 2003 16:56:50



   I don't currently have Heat installed, but from what I remember about
the first CartHeat mod....the difficulty in starting and exiting the pits
could be minimized via setups...I wonder if Steve Blankenship can peek at
this and crank out a generic oval and roadcourse setup??

dave henrie

Maxx

CART2 released for Nascar Heat (Team Players)

by Maxx » Tue, 12 Aug 2003 17:24:56



Yes, given the huge power and ultra cold tires it's almost impossible
to do a burnout style start with these cars. Ideally you want to run
a sim with 0% deadzone and full linear steering but this means it's
very difficult to have the front wheels 100% straight so you'll almost
always spin.

Lowering the 1st gear ratio may help as will dialing in some non-
linear steering and perhaps lowering the steering ratio to the
smallest you can get away with. On race starts you also need to
be careful, you need to "feed in" the gas once you get the green
flag, just 25% gas until you are sure the car is running straight then
you can usually boot it from there. Of course the real CART cars
have had some degree of Traction Control for a while but it was
not possible to implement this in Heat. Expert mode perhaps gives
just a little help here as well as some stability help.

Would be great to see some Setups from Steve B or the other
Heat setup gurus, the ones included are really just base setups
which we used to work on the physics.

Maxx

Steve Blankenshi

CART2 released for Nascar Heat (Team Players)

by Steve Blankenshi » Thu, 14 Aug 2003 23:47:15




> >   I don't currently have Heat installed, but from what I remember about
> >the first CartHeat mod....the difficulty in starting and exiting the pits
> >could be minimized via setups...I wonder if Steve Blankenship can peek at
> >this and crank out a generic oval and roadcourse setup??

> Yes, given the huge power and ultra cold tires it's almost impossible
> to do a burnout style start with these cars. Ideally you want to run
> a sim with 0% deadzone and full linear steering but this means it's
> very difficult to have the front wheels 100% straight so you'll almost
> always spin.

> Lowering the 1st gear ratio may help as will dialing in some non-
> linear steering and perhaps lowering the steering ratio to the
> smallest you can get away with. On race starts you also need to
> be careful, you need to "feed in" the gas once you get the green
> flag, just 25% gas until you are sure the car is running straight then
> you can usually boot it from there. Of course the real CART cars
> have had some degree of Traction Control for a while but it was
> not possible to implement this in Heat. Expert mode perhaps gives
> just a little help here as well as some stability help.

> Would be great to see some Setups from Steve B or the other
> Heat setup gurus, the ones included are really just base setups
> which we used to work on the physics.

> Maxx

Great to hear someone finally finished the CART mod off, but alas, I don't
have Heat on my current box.  Built it with only enough room on the C drive
for the OS and a bit of fluff, with the swap file on D.  Found out later
Heat didn't like being anywhere but the C drive, and thus have missed out on
all the fun stuff for it since.  Too bad; it was a great product and the
guys at MGI are among the few who know how to do this sim stuff right.
Shame we haven't seen more PC-based stuff from them since.

So - while I can't comment on the current physics as they're different, the
ones I did required you to feather the throttle below about 75-80mph, where
the downforce really began to come into play.  But anyway, if you're looking
for accuracy, you shouldn't be able to floor the throttle before then.  The
mod began life before TC, and finally got released after TC, so the
electronic hand-holding should just be left to those soft F1C-types... ;-)

SB


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