rec.autos.simulators

NASCAR 2003 - problems holding line in traffic

GKenne

NASCAR 2003 - problems holding line in traffic

by GKenne » Thu, 04 Dec 2003 13:55:32

Hi all,

I'm looking for some advice. I enjoy playing NASCAR 2003 but I really have
trouble holding my line in traffic on the super speedways.  On the track by
myself I can run very consistent laps and hold a line anywhere on the track.
But once you start introducting the aerodynamic forces of other cars around
you and drafting on you, I tend to be all over the track, in particular on
curves and coming out of curves.

How do others handle these situations.  Are there any tips or setups the
make this easier to handle.

I've got a decent system - AMD 2100+ and 128bit ATI card, 512m of memory. So
I get good framerates even at 4x antilasing (20-40fps). So I'm not dealing
with lag.  I have a Momo wheel so my inputs are okay. I am using the stock
"fast" setup and have not made much in the way of adjustments to the
steering. It would seem this is an issue with how I drive or the setup I'm
using.

Any help would be great.

Haqsa

NASCAR 2003 - problems holding line in traffic

by Haqsa » Thu, 04 Dec 2003 23:10:08

I'm not real good at it either but one suggestion I would make is to try
running at a higher frame rate and see how that affects you.  To me it makes
a big difference in feel if I can get the framerate to run around 60 or
higher and never drop below 40.  Much easier to control the cars that way.

Can't remember what the defaults are for steering but you might want to try
100% linear if it's not already.


SimRace

NASCAR 2003 - problems holding line in traffic

by SimRace » Fri, 05 Dec 2003 01:14:37


I agree with Haqsau, in that I think your thinking that 20-40 FPS is *good*
may have some bearing on it. I can't stand it on my machine if the FPS drops
below 80-90 in a pack. 30 FPS may be the NTSC standard for real-time motion
video, but the higher FPS you can get (ditch the AA if you have to), the
smoother everything looks, the easier it is to drive IMHO. Honestly, I like
keeping my FPS above 100 and have been known to turn off stuff mid-race to
achieve it. The goal is to run well and maybe even win, I could care less
about grand stands, helicopters or ambulances being visible while I do it.

As for car handling itself at a SS, that can always be a chore in the draft.
Watch some closeup race coverage of real live SS races and you will see that
while they may be in one big clump from afar, the do move around a bit at
speed within that clump of cars.

Steve Blankenshi

NASCAR 2003 - problems holding line in traffic

by Steve Blankenshi » Fri, 05 Dec 2003 01:23:37

Getting your FPS up a bit will help you some; I use the mid-30's as a
minimum.  But contrary to Haqsau's suggestion, superspeedways are the one
place I drop the steering sensitivity below 100% linearity.  I run about 90%
on the supers, and find holding my line in traffic requires much less effort
than at 100%.  Less linear and going straight gets even easier, but then the
response in the turns gets too vague and the highly asymmetric SS setups
have your wheel cranked way over on the straights.  YMMV...


> I'm not real good at it either but one suggestion I would make is to try
> running at a higher frame rate and see how that affects you.  To me it
makes
> a big difference in feel if I can get the framerate to run around 60 or
> higher and never drop below 40.  Much easier to control the cars that way.

> Can't remember what the defaults are for steering but you might want to
try
> 100% linear if it's not already.



> > Hi all,

> > I'm looking for some advice. I enjoy playing NASCAR 2003 but I really
have
> > trouble holding my line in traffic on the super speedways.  On the track
> by
> > myself I can run very consistent laps and hold a line anywhere on the
> track.
> > But once you start introducting the aerodynamic forces of other cars
> around
> > you and drafting on you, I tend to be all over the track, in particular
on
> > curves and coming out of curves.

> > How do others handle these situations.  Are there any tips or setups the
> > make this easier to handle.

> > I've got a decent system - AMD 2100+ and 128bit ATI card, 512m of
memory.
> So
> > I get good framerates even at 4x antilasing (20-40fps). So I'm not
dealing
> > with lag.  I have a Momo wheel so my inputs are okay. I am using the
stock
> > "fast" setup and have not made much in the way of adjustments to the
> > steering. It would seem this is an issue with how I drive or the setup
I'm
> > using.

> > Any help would be great.

Mario Petrinovic

NASCAR 2003 - problems holding line in traffic

by Mario Petrinovic » Fri, 05 Dec 2003 04:47:04

SimRacer :

        While I wouldn't like my FPS to drop bellow 25 anytime, why nobody
is talking about FF latency. It is resonable to assume that guy has FF
wheel. -- Mario

SimRace

NASCAR 2003 - problems holding line in traffic

by SimRace » Fri, 05 Dec 2003 05:38:42


I've spoken out against FF until I was purple in the face and simply refuse
to get into any FF discussions anymore. I just take it to the track and beat
them with my lowly, non FF TSW. FF in today's games/sims is terribly phoney
feeling and will change your driving style and how you react to different
things on the track. No FF at all is also not accurate but is smoother, more
predictable, and a lot more consistent, so I just choose the lesser of the 2
evils.

Could it be the PFF latency? Sure, but I don't use the stuff so I couldn't
comment.

Sting3

NASCAR 2003 - problems holding line in traffic

by Sting3 » Fri, 05 Dec 2003 07:40:37

I love your last line...

But, I say get the FF setup correctly (which is so much easier with MS than
the others, not better but easier) and the FF is reasonable...  IMHO, it is
as reasonable as the very wheel you use, reasonably emulate steering a race
car...   in GPL, NR2002 & 2003 it works pretty nice too.  Too bad that
Sidewinder was not somehow bought out (technology wise) and that the buyers
could build some more "high end" wheels, I mean shoot, for $300 you pay for
the TSW, versus the 60 I paid for MS, I could imagine ball bearing shafts,
with the proven optical sensors on the wheel.  A 12 inch diameter nascar
wheel option, adjustable 3 pedals set?  yeah that would been nice.  But I
digress.

To Gkenny.  3 things come to mind,
1 you own a thrustmaster or similiar type wheel.
2 that becuase of the spikes that the wheel produces at "center" you have
used "Thrustmapper" (or similiar controller SW) to creat a generous
Deadzone.
3 that for the game to ever get any indication that you have "moved the
wheel" that you must turn the wheel 1/8th or more from center to either
direction...   This makes the cars hard to hanldle.  My suggestion is to
remove deadzone, or at lease minimalize it (versus spikes)  spikes are where
although you didnt turn the wheel, the controller "sends a signal to the
game more or less 'saying' that you did move the wheel or pedals)

Deadzones--->  Think of granddaddies old old '56 ford pickup.  you know worn
ball joints, bad idler arm, (if your into cars, look at that joke worn
*** gasket ujoint type steering isolator...)  that leads to the ever
unprecise wormgear steering box...   LOL!!  the wheel moves 30-60 Degrees
from side to side without even wiggling the tires...  think how fun it is to
drive at 75 mph?  how about 180?  can you say ditch to ditch (wall to apron)
controlability at best??  that is why they came up with rack and pinion.


John DiFoo

NASCAR 2003 - problems holding line in traffic

by John DiFoo » Fri, 05 Dec 2003 10:29:00

On Wed, 03 Dec 2003 20:38:42 GMT, "SimRacer"


>I've spoken out against FF until I was purple in the face and simply refuse
>to get into any FF discussions anymore. I just take it to the track and beat
>them with my lowly, non FF TSW. FF in today's games/sims is terribly phoney
>feeling and will change your driving style and how you react to different
>things on the track. No FF at all is also not accurate but is smoother, more
>predictable, and a lot more consistent, so I just choose the lesser of the 2
>evils.

Okay, not trying to argue the point, but I have learned that, if my
FF wheel "tells" me that the road wheels are turned too far
to one side or the other, that I had better take it easy accelerating
out of the apex, or I will spin.  [I thus am starting to learn to
apply opposite lock on exit to minimize this]  Since we are talking
about a few millimeter's worth of difference on the steering wheel,
how do you non-FF guys know when it is safe to floor it, and when
not to?  Your muscle memory is THAT good?  I honestly have
always been curious about that, since FF seems to always do a
pretty good job of telling me how my road wheels are oriented.

        John DiFool

GKenne

NASCAR 2003 - problems holding line in traffic

by GKenne » Fri, 05 Dec 2003 12:34:34

Wow! thanks for all this advice.  I need to get this all down and work on
different pieces to see what works for me. I'll pull the framerates up for
sure and try out the different combos for steering recommended here.

I do have FF (MoMo wheel, the red one) and like the FF feel. I'll play with
the adjustments as suggested here and  in the private emails sent.

Thanks again,

Glenn


Eldre

NASCAR 2003 - problems holding line in traffic

by Eldre » Fri, 05 Dec 2003 13:02:09



>I'm looking for some advice. I enjoy playing NASCAR 2003 but I really have
>trouble holding my line in traffic on the super speedways.  On the track by
>myself I can run very consistent laps and hold a line anywhere on the track.
>But once you start introducting the aerodynamic forces of other cars around
>you and drafting on you, I tend to be all over the track, in particular on
>curves and coming out of curves.

Here's one I haven't seen anyone mention.  Maybe you're driving the decklid of
the car in front of you.  By not looking far enough down the track, you may
subconsciously be making small movements with the wheel.  This may lead to the
problem holding the line.  If you were able to look farther down the track(like
when you're by yourself), your inputs on the wheel are much smoother.  What
happens if you're in the *lead* of a pack of cars?

Eldred
--
Homepage - http://www.umich.edu/~epickett
Member
Screamers Racing League
IICC League
GPLRank -2.4    MoGPL rank +302.38
ChallengeRank +54.48   MoC +743.77
Hist. +82.82  MoH in progress
N2k3 rank:in progress

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Eldre

NASCAR 2003 - problems holding line in traffic

by Eldre » Fri, 05 Dec 2003 13:02:09



>  While I wouldn't like my FPS to drop bellow 25 anytime, why nobody
>is talking about FF latency. It is resonable to assume that guy has FF
>wheel. -- Mario

Why is that reasonable to assume?  Does the Momo *only* come in FF?

Eldred
--
Homepage - http://www.umich.edu/~epickett
Member
Screamers Racing League
IICC League
GPLRank -2.4    MoGPL rank +302.38
ChallengeRank +54.48   MoC +743.77
Hist. +82.82  MoH in progress
N2k3 rank:in progress

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GKenne

NASCAR 2003 - problems holding line in traffic

by GKenne » Fri, 05 Dec 2003 13:46:58

Eldred,

This was a problem. I would look at the car in front and when it moved I
would get out of sync and then it would just mushroom as I tried to get back
in sync. I never realized, until it was too late, that I was "chasing" the
other guy when he really wasn't moving much at all.  So I strated looking
down the track and focusing on the yellow line on the edge of the track. It
cut way down on the wild moves.

Now the issue is unintended moving around.  As the guys move up on me and
draft on me or go side by side, the aerodynamics push the car around (it
will get loose or I get pushed across the track). If I'm leading I'm usually
okay.  when they start drafting on me, I tend to drift up the track in the
corners, but I seem to be able to hold the car better if I'm up front (so I
bet I still have some of the issue you reference).




> >I'm looking for some advice. I enjoy playing NASCAR 2003 but I really
have
> >trouble holding my line in traffic on the super speedways.  On the track
by
> >myself I can run very consistent laps and hold a line anywhere on the
track.
> >But once you start introducting the aerodynamic forces of other cars
around
> >you and drafting on you, I tend to be all over the track, in particular
on
> >curves and coming out of curves.

> Here's one I haven't seen anyone mention.  Maybe you're driving the
decklid of
> the car in front of you.  By not looking far enough down the track, you
may
> subconsciously be making small movements with the wheel.  This may lead to
the
> problem holding the line.  If you were able to look farther down the
track(like
> when you're by yourself), your inputs on the wheel are much smoother.
What
> happens if you're in the *lead* of a pack of cars?

> Eldred
> --
> Homepage - http://www.umich.edu/~epickett
> Member
> Screamers Racing League
> IICC League
> GPLRank -2.4    MoGPL rank +302.38
> ChallengeRank +54.48   MoC +743.77
> Hist. +82.82  MoH in progress
> N2k3 rank:in progress

> Remove SPAM-OFF to reply.

Mario Petrinovic

NASCAR 2003 - problems holding line in traffic

by Mario Petrinovic » Fri, 05 Dec 2003 15:25:46

EldredP :

        Honestly, I don't know. Probably. It was after my 12-hours shift at
work, that I posted, so I was tired, and completly overlooked that he have a
Momo. I assumed it on the basis that everybody (especially inexperienced
simers) nowdays have FF wheel. Mea culpa. -- Mario

Sting3

NASCAR 2003 - problems holding line in traffic

by Sting3 » Fri, 05 Dec 2003 23:41:34

Last thing is if all the above is "okay dokay" it just could be your
setup...  "funky castor & camber combos can make a car fast in areas on some
tracks, but hard to drive in a straight line.'  I read  that in someone's
(hell could have been the games manual?  Nah) setup guide or something.
yeah I paraphrased it


> Eldred,

> This was a problem. I would look at the car in front and when it moved I
> would get out of sync and then it would just mushroom as I tried to get
back
> in sync. I never realized, until it was too late, that I was "chasing" the
> other guy when he really wasn't moving much at all.  So I strated looking
> down the track and focusing on the yellow line on the edge of the track.
It
> cut way down on the wild moves.

> Now the issue is unintended moving around.  As the guys move up on me and
> draft on me or go side by side, the aerodynamics push the car around (it
> will get loose or I get pushed across the track). If I'm leading I'm
usually
> okay.  when they start drafting on me, I tend to drift up the track in the
> corners, but I seem to be able to hold the car better if I'm up front (so
I
> bet I still have some of the issue you reference).





> > >I'm looking for some advice. I enjoy playing NASCAR 2003 but I really
> have
> > >trouble holding my line in traffic on the super speedways.  On the
track
> by
> > >myself I can run very consistent laps and hold a line anywhere on the
> track.
> > >But once you start introducting the aerodynamic forces of other cars
> around
> > >you and drafting on you, I tend to be all over the track, in particular
> on
> > >curves and coming out of curves.

> > Here's one I haven't seen anyone mention.  Maybe you're driving the
> decklid of
> > the car in front of you.  By not looking far enough down the track, you
> may
> > subconsciously be making small movements with the wheel.  This may lead
to
> the
> > problem holding the line.  If you were able to look farther down the
> track(like
> > when you're by yourself), your inputs on the wheel are much smoother.
> What
> > happens if you're in the *lead* of a pack of cars?

> > Eldred
> > --
> > Homepage - http://www.umich.edu/~epickett
> > Member
> > Screamers Racing League
> > IICC League
> > GPLRank -2.4    MoGPL rank +302.38
> > ChallengeRank +54.48   MoC +743.77
> > Hist. +82.82  MoH in progress
> > N2k3 rank:in progress

> > Remove SPAM-OFF to reply.

Larr

NASCAR 2003 - problems holding line in traffic

by Larr » Sat, 06 Dec 2003 04:12:06

How do you get to Carnagie Hall?

Practice :)

-Larry



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