rec.autos.simulators

How many tracks are flat out?

ROSC

How many tracks are flat out?

by ROSC » Sat, 17 May 1997 04:00:00

How many tracks in ICR2 are definetly flat out?  OF course Michigan and
Indy, but what else?  If there is a track that is hard, can it be taken
flatout if there is a good setup?

Christopher
http://www.racesimcentral.net/
----------------------------------------------------

Brian Po

How many tracks are flat out?

by Brian Po » Sat, 17 May 1997 04:00:00


says...

> How many tracks in ICR2 are definetly flat out?  OF course Michigan and
> Indy, but what else?  If there is a track that is hard, can it be taken
> flatout if there is a good setup?

> Christopher
> http://www.racesimcentral.net/
> ----------------------------------------------------


There are many Nascar converted tracks that can be run flat out:  
C***te, Darlington, Atlanta, Talladega.  You can probably get the car
to run flat out at several other tracks, but you'll go faster if you run
with less downforce.
Eric T. Busc

How many tracks are flat out?

by Eric T. Busc » Fri, 23 May 1997 04:00:00

I always thought the LP files only effected the AI cars.

--



...

Chief091

How many tracks are flat out?

by Chief091 » Sat, 24 May 1997 04:00:00

Yeah, but on those NASCAR tracks, you can only go flat out for so long
before you blow your RF.  For quals-yes you can go flat out, for the race,
you will have to lift.  It is not the fault of the car, it is embeded in
the track *.txt.  It also depends on which *.lp's you are using.  The
updated LP's I have found give you a ton of push.  I firmly believe the
key is maintaining corner speed on the nas tracks rather than raw straight
speed.  I experimented with going 'slower' to go 'faster'-it, for the most
part worked.

Gary

Doug Reichl

How many tracks are flat out?

by Doug Reichl » Sat, 24 May 1997 04:00:00

: Yeah, but on those NASCAR tracks, you can only go flat out for so long
: before you blow your RF.  For quals-yes you can go flat out, for the race,
: you will have to lift.  It is not the fault of the car, it is embeded in
: the track *.txt.  It also depends on which *.lp's you are using.  The
: updated LP's I have found give you a ton of push.  I firmly believe the
: key is maintaining corner speed on the nas tracks rather than raw straight
: speed.  I experimented with going 'slower' to go 'faster'-it, for the most
: part worked.

I believe it IS the fault of the car; or at least your car.  ;)

I can assure you that with the new .LP files that Atlanta is 100% flat out
for a 40 gal run once the tires are up to temp.  Darlington requires a
lift, but ONLY in turn 1 and the RF does not burn up (3 and 4 are flat
out).  C***te requires me to lift in 1 and 3 and the RF is happy the
entire fuel run (at least on my setup).

Even Dover can be run flat out in 3 and 4 with the right setup and you can
really fly then.  My best is 215.690mph.  Race laps require only a
slightly longer lift and, again, the RF is very happy the entire 40 gal
run.

Yes, the .LP files do affect the player's grip.  Here are some of my
before and after best laps:

  Track             Old .LP     New .LP
 ------------     ----------  ----------
 Atlanta          246.079mph  239.517mph  FW=6.0 / RW=3.0 in Q trim
 C***te           n/a      229.356mph
 Darlington       240.241mph  231.822mph
 Dover               n/a      215.690mph
 Martinsville     137.065mph  135.786mph
 North Wilkes        n/a      161.083mph
 Talledaga           n/a      255.979mph  FW=3.0 / RW=3.0

All times are with temperature equal to 70 degrees with no wind.

Actually, my best at Tally is 349mph, but obviously it was a glitch.  A
glitch that happens quite often and gives lap times of 27.something
seconds.

Michael E. Carve

How many tracks are flat out?

by Michael E. Carve » Sat, 24 May 1997 04:00:00


<snip>
: Yes, the .LP files do affect the player's grip.  Here are some of my
: before and after best laps:
<snip>

To the best of my knowledge the .LP files have nothing to do with grip.
They soley work to tell the AI where to drive and how fast.  It may make
the human driver attempt to do the same thing and thus push the limits
of the car.  If this is the case the *.LP files are allowing the AI cars
to run unrealistic lines and speed.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

Doug Reichl

How many tracks are flat out?

by Doug Reichl » Sun, 25 May 1997 04:00:00

: : Yes, the .LP files do affect the player's grip.  Here are some of my
: : before and after best laps:

: To the best of my knowledge the .LP files have nothing to do with grip.
: They soley work to tell the AI where to drive and how fast.

Then how do you explain a 9mph drop in Atlanta and Darlington?

On the older .LP files I had a FW=3.0 and RW=3.0 for Atlanta and was
turning laps of 246mph.  With the newer .LP files the car pushed and I had
to add front wing.  I did not change anything else on the car.  Ok, so
maybe I can go down to 4.8 on the front wing still, but then I really
really must be on a specific line or it will push and scrub some speed
off.  Going to 6.0 makes it more driveable while maintaining good speeds.

I have tweaked and tweaked and tweaked, but still cannot get my lap times
back up with the newer .LP files.  Maybe it is not in the .LP files, but
in the TRACK.TXT files, but for sure something changed to cause this drop.
However, the only difference was the .LP files for the second upgrade (if
I remember correctly, and I probably don't ;).

Michael E. Carve

How many tracks are flat out?

by Michael E. Carve » Sun, 25 May 1997 04:00:00


: : : Yes, the .LP files do affect the player's grip.  Here are some of my
: : : before and after best laps:

: : To the best of my knowledge the .LP files have nothing to do with grip.
: : They soley work to tell the AI where to drive and how fast.

: Then how do you explain a 9mph drop in Atlanta and Darlington?

They changed the atlanta.dat file so they have actually altered the
track.  Whether this is groove, angles of the corner, banking, etc. I
don't know.  But they did not change the track.txt file (except for
pitting) and no changes to AI.  However, if they modified the track as
much as you indicate, maybe they should have changed the AI.

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./.  [-  < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=

David Spark

How many tracks are flat out?

by David Spark » Wed, 28 May 1997 04:00:00




>: : : Yes, the .LP files do affect the player's grip.  Here are some of my
>: : : before and after best laps:

>: : To the best of my knowledge the .LP files have nothing to do with grip.
>: : They soley work to tell the AI where to drive and how fast.

>: Then how do you explain a 9mph drop in Atlanta and Darlington?

>They changed the atlanta.dat file so they have actually altered the
>track.  Whether this is groove, angles of the corner, banking, etc. I
>don't know.  But they did not change the track.txt file (except for
>pitting) and no changes to AI.  However, if they modified the track as
>much as you indicate, maybe they should have changed the AI.

Actually, most, if not all, of that can be attributed to the way lap speeds
are calculated. In N1, the lap speed was calculated based on the measured
length of the simulated track. At Atlanta, the simulated track was about
1.56 miles long, when the real track is 1.52 miles long. In fact, most of
the tracks in N1 are slightly longer than their real counterparts.

In N2, lap speeds are based on the real track length, thus they tend to be
lower. I think if you compare your lap times at the old and new Atlanta,
you'll find they are very close. However, Darlington is a completely new
track, much more like the real track, and the speeds are different because
the track itself is different.

Dave Sparks
IWCCCARS Project: http://www.theuspits.com/iwcccars
Late Night League: http://www.sequoia-dev.com/Hawaii/latenite.html
Hawaii Handle: davids


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