> ...
> > Thanks very much for playing - please try again!
> At the moment, both the pro and the con side seem to refrain from
providing any
> tangible considerations and facts.
> I'm currently a big fan of rFactor and GTP, I'm simply not an oval racer,
but
> how about a little a treasure hunt in NSR. There's something in it which I
have
> not seen mentioned here at all. It's in the physics, and I find it quite
> remarkable. Anyone? ;-)
> Achim
Fair enough Achim; just couldn't resist baiting our omnipresent new friend.
Was thinking it might be ymenard in disguise... ;-)
But physics and driving feel is the number one thing for me. I haven't dug
around in the files a lot yet, but I see the suspension files remain from
Nascar Thunder 2004, which Doug Arnao did for them a couple of years ago (at
least according to the file headers.) But for a bit of NSR physics
treasure, how's this bit from the HDV file.
DiffPumpTorque=250.0 // at 100% pump diff setting, the torque
redirected per wheelspeed difference in radians/sec (roughly 1.2kph)
DiffPumpRange=(0.0,0.05,1) // differential acting on all driven
wheels
DiffPumpSetting=0
DiffPowerRange=(0.35,0.05,18) // fraction of power-side input torque
transferred through diff
DiffPowerSetting=0 // (not implemented for four-wheel
drive)
DiffCoastRange=(0.0,0.05,1) // fraction of coast-side input torque
transferred through diff
DiffCoastSetting=0 // (not implemented for four-wheel
drive)
DiffPreloadRange=(10.0, 5.0, 1) // preload torque that must be overcome
to have wheelspeed difference
DiffPreloadSetting=0 // (not implemented for four-wheel
drive)
All the related diff setting values are at zero in all the SVM setup files,
which means you have a limited slip diff. That's one reason you can easily
do big lurid slides in NSR cars (at 170 on pavement). Cup cars of course
have Detroit Locker rear ends. Back when I was messing with the demo, I
changed the HDV settings to mimic a locked power-side diff and the rear
actually behaved a lot more like the cars in NR2003. Admittedly, slideways
is not the fastest way around, it is very easy to do, lap after lap. Drive
it in, turn it down hard and toss it sideways, then just floor it and steer
your way out. One-handed if you like. Bit like Ratbag's Sprint Car game,
but maybe even more forgiving here. (At least in that one you had to really
work the pedal to find some bite off the corners.) And as people noted
about the demo, you can do one-tire burnouts against the wall - which is
tough when the rears are locked together. The tire temps show it's not a
graphical glitch. Oops!
The ISI engine can produce a solid and challenging driving experience, but I
think the above offers a little evidence that EA/Tiburon have gone the route
of making it "seem" real to the masses rather than making it real in the
data and letting users learn how to deal with the result. And as the masses
are generally sure they could win the Daytona 500 given the chance, they
love the ability to recover from losing the rear end with ease. If it was
as easy to play outside of the friction circle as it is in this game, we'd
all be stars.
All of which means there's much less of a learning curve for people to get
up to say, 98% speed, and users will find themselves crashing a lot less.
The flip side is that driving NSR is much less involving than in NR2003.
The limit is much more narrowly defined in NR2003 but the game gives much
better feedback on where it is exactly, so that you know when you're
approaching it and have the drama of trying to tiptoe JUST on the safe side
of losing it. Flirting with disaster, if you get my drift.
In it's favor, NSR should be more accessible to a wider audience than
NR2003, as many are not prepared to or interested in getting on top of a sim
the way post-GPL Papy sims require. And who knows; EA/Tiburon may have hit
the difficulty level in the sweet spot for the wide acceptance they want. I
mean, we in RAS tend to think of Papy's Nascar efforts as big sellers, but
they're market pipsqueaks in EA terms. Am I incorrect in thinking Papy
Nascar games didn't sell as well after adopting the GPL physics engine? My
guess is NSR's exactly what they wanted it to be; real enough to call a sim
(which is certainly is), but not so much so that it turns people off. EA
wants to sell a boatload of these games to recoup the licensing fees and
they know that folks like us are in the distinct minority. So they've
tilted it a little in the easy fun direction, which means there's hard fun
to be had in it. Guess I'm more of a hard fun guy.
SB