rec.autos.simulators

NASCAR 2003 - problems holding line in traffic

Larr

NASCAR 2003 - problems holding line in traffic

by Larr » Sun, 07 Dec 2003 05:15:41

I am not totally in disagreement with you.  In fact, I HATE FF most racing
sims/games.

However, I feel there isn't much choice.

Given Papy's modeling of steering pull since N4, racing with a non-ff wheel
and fighting agains the return spring because of the pull is just too much.
This is why I argued, and continue to argue, that Papy should have put an
"off" switch on that model for this reason (like they did with Nascar Heat).

Turning off FF with a FF wheel is not an option either.  Fighthing the phony
return-to-center spring a FF wheel uses (especially in NR since it
completely over-rides ANY wheel setting you make to lower this, and forces
it on full strength) and the pull is even worse.

I tolerate FF because I have to in NR2003.

-Larry




> > SimRacer :
> > > GKenney :
> > > > 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.

> > > 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.

> >         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

> 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.

Larr

NASCAR 2003 - problems holding line in traffic

by Larr » Sun, 07 Dec 2003 05:17:34

I also agree that GPL is the one game where FF has totally transformed the
ability to drive the car... For the better.

Before FF was implemented in GPL, I always felt I was on ice skates, pushing
a stick around on the ice with my nose when driving GPL.

When FF was added, I could actually FEEL what the hell that lightweight,
no-tired car was doing and could enjoy the Sim.

-Larry



> 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.



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


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