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Atlanta race and N5 suggestion

10 posts by 5 people · 18 Nov 2001 23:30 UTC - 04 Dec 2001 19:04 UTC

Haqsau 18 Nov 2001 23:30 UTC#151464
I noticed at the Atlanta race today that they started to run real well on a high line later in the race. I remember some co-workers of mine, who used to work with the race teams, telling me that that was not uncommon on speedways - if they can gradually clean the marbles off and lay enough fresh rubber down, the higher line gives them higher straightaway speeds. You could really see this today when Labonte was trying to pass Dale Jr. Labonte, taking a low line, would nearly catch Jr. on the turns, but Jr.'s high line allowed him to come out of the turn faster and Labonte couldn't get by him until he got an aero push from Nadeau. I haven't really noticed this working in N4 or NH. It seems like they have a little more grip in the groove, and it stays that way throughout the race. But then again I haven't tried any really long races, so maybe that feature is there and I just haven't stayed in long enough to see it. Does anyone know if N4 or NH has this kind of dynamically changing track condition? If not, I think that would be a great thing to have in N5.
I was going to comment on the exact same thing. I experimented with the line tonight in our online league and found out that it depends on how the cars are setup. With a loose car, I found you needed to run the high line. Cars on the low and high grooves were pretty equal in the early going but the cars didn't run that "Darlington" line. One other thing: pit crew with hockey helmets: I thought they were promoting the NHL or some thing! I guess it's new way to add to the dorkiness factor. Haqsau wrote:
Quoted text (17 lines)> > I noticed at the Atlanta race today that they started to run real well > on a high line later in the race. I remember some co-workers of mine, > who used to work with the race teams, telling me that that was not > uncommon on speedways - if they can gradually clean the marbles off and > lay enough fresh rubber down, the higher line gives them higher > straightaway speeds. You could really see this today when Labonte was > trying to pass Dale Jr. Labonte, taking a low line, would nearly catch > Jr. on the turns, but Jr.'s high line allowed him to come out of the > turn faster and Labonte couldn't get by him until he got an aero push > from Nadeau. I haven't really noticed this working in N4 or NH. It > seems like they have a little more grip in the groove, and it stays that > way throughout the race. But then again I haven't tried any really long > races, so maybe that feature is there and I just haven't stayed in long > enough to see it. Does anyone know if N4 or NH has this kind of > dynamically changing track condition? If not, I think that would be a > great thing to have in N5.
-- Philippe "Philster" Sergerie
I don't think the groove ever changes in N4. I agree a dynamic track surface would make an excellent addition to any racing simulator. Of course, in your typical 20-40 lap sprint you get online, all this would be wasted. Gerald "Haqsau" <[email hidden]> wrote in message news:<gwXJ7.39061$[email hidden]>...
Quoted text (16 lines)> I noticed at the Atlanta race today that they started to run real well > on a high line later in the race. I remember some co-workers of mine, > who used to work with the race teams, telling me that that was not > uncommon on speedways - if they can gradually clean the marbles off and > lay enough fresh rubber down, the higher line gives them higher > straightaway speeds. You could really see this today when Labonte was > trying to pass Dale Jr. Labonte, taking a low line, would nearly catch > Jr. on the turns, but Jr.'s high line allowed him to come out of the > turn faster and Labonte couldn't get by him until he got an aero push > from Nadeau. I haven't really noticed this working in N4 or NH. It > seems like they have a little more grip in the groove, and it stays that > way throughout the race. But then again I haven't tried any really long > races, so maybe that feature is there and I just haven't stayed in long > enough to see it. Does anyone know if N4 or NH has this kind of > dynamically changing track condition? If not, I think that would be a > great thing to have in N5.
In article <[email hidden]>, [email hidden] (Gerald Moore) writes: >I don't think the groove ever changes in N4. I agree a dynamic track >surface would make an excellent addition to any racing simulator. Of >course, in your typical 20-40 lap sprint you get online, all this >would be wasted. How many people would even RUN a full-length race in N4? Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett GPLRank - under construction... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
In article <[email hidden]>, Philster <[email hidden]> writes: >One other thing: pit crew with hockey helmets: I thought they were >promoting the NHL or some thing! I guess it's new way to add to the >dorkiness factor. Given the incident at the last race, I'm glad they had SOME headgear. But DAMN - couldn't they afford *real* helments??? Sad... Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett GPLRank - under construction... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
I like the feature that ISI puts in its games which allows you to increase fuel usage and tire wear so that you can cause pitstops even in short races. A similar feature could be used to accelerate the build up of rubber on the track. "Gerald Moore" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (9 lines)> I don't think the groove ever changes in N4. I agree a dynamic track > surface would make an excellent addition to any racing simulator. Of > course, in your typical 20-40 lap sprint you get online, all this > would be wasted. > > Gerald > > > "Haqsau" <[email hidden]> wrote in message
news:<gwXJ7.39061$[email hidden]>... > > I noticed at the Atlanta race today that they started to run realwell > > on a high line later in the race. I remember some co-workers ofmine, > > who used to work with the race teams, telling me that that was not > > uncommon on speedways - if they can gradually clean the marbles offand > > lay enough fresh rubber down, the higher line gives them higher > > straightaway speeds. You could really see this today when Labontewas > > trying to pass Dale Jr. Labonte, taking a low line, would nearlycatch > > Jr. on the turns, but Jr.'s high line allowed him to come out of the > > turn faster and Labonte couldn't get by him until he got an aeropush > > from Nadeau. I haven't really noticed this working in N4 or NH. It > > seems like they have a little more grip in the groove, and it staysthat > > way throughout the race. But then again I haven't tried any reallylong > > races, so maybe that feature is there and I just haven't stayed inlong > > enough to see it. Does anyone know if N4 or NH has this kind of > > dynamically changing track condition? If not, I think that would bea > > great thing to have in N5.
I kind of thought it would take a different setup. Not so much because of the higher line in the corner itself, but more because you are hitting the transition from the low bank of the straight to the higher bank of the corner a lot harder when you take the high line. From what I've seen in real world races, when the drivers are running a low line they turn in before the track starts climbing up so that they cross the transition at the lowest part of the track on entry, and they also take a similar line on exit. I've seen this on enough different tracks to make me think that it is not just for the sake of optimizing the turn in, but also to reduce the uneven loads on the suspension going over the transition. It seems like you would need to soften the front springs or stiffen the rear a bit in order to handle that transition, which would translate into more oversteer. But if I'm right about the reasons for that then you should be able to get back to a more stable balance by adjusting the bars in the opposite direction. "Philster" <[email hidden]> wrote in message news:[email hidden]... > I was going to comment on the exact same thing. I experimented withthe > line tonight in our online league and found out that it depends on how > the cars are setup. With a loose car, I found you needed to run thehigh > line. Cars on the low and high grooves were pretty equal in the early > going but the cars didn't run that "Darlington" line. >
Yeah, I guess you're right. I certainly never have. I've done a handful of 50% races on the superspeedways. I think most leagues run about 50%... on some tracks, this would be long enough for moderate changes in temperatures, weather, amount of rubber on the track (groove AND marbles), etc. This is all nitanoid stuff, to be sure. I'd much rather see them fix the collision physics, aerodynamics, damage modeling, client prediction, etc. before they ever bothered thinking about this kind of stuff, since we'd all probably need Pentium 7's or something to run it anyway. Gerald [email hidden] (EldredP) wrote in message news:<[email hidden]>...
Quoted text (11 lines)> In article <[email hidden]>, [email hidden] > (Gerald Moore) writes: > > >I don't think the groove ever changes in N4. I agree a dynamic track > >surface would make an excellent addition to any racing simulator. Of > >course, in your typical 20-40 lap sprint you get online, all this > >would be wasted. > > How many people would even RUN a full-length race in N4? > > Eldred
In article <[email hidden]>, [email hidden] (Gerald Moore) writes:
Quoted text (29 lines)>Yeah, I guess you're right. I certainly never have. I've done a >handful of 50% races on the superspeedways. I think most leagues run >about 50%... on some tracks, this would be long enough for moderate >changes in temperatures, weather, amount of rubber on the track >(groove AND marbles), etc. > >This is all nitanoid stuff, to be sure. I'd much rather see them fix >the collision physics, aerodynamics, damage modeling, client >prediction, etc. before they ever bothered thinking about this kind of >stuff, since we'd all probably need Pentium 7's or something to run it >anyway. > >Gerald > > >[email hidden] (EldredP) wrote in message >news:<[email hidden]>... >> In article <[email hidden]>, >[email hidden] >> (Gerald Moore) writes: >> >> >I don't think the groove ever changes in N4. I agree a dynamic track >> >surface would make an excellent addition to any racing simulator. Of >> >course, in your typical 20-40 lap sprint you get online, all this >> >would be wasted. >> >> How many people would even RUN a full-length race in N4? >> >> Eldred
Sorry, this is a late response(downloaded on different computer). I've run full length races in just about every sim I've owned, and I tend to think that others do the same. However, my experience running servers for GPL tels me that most people don't want the hassle of running one. You just need to find a group of like-minded people who have the time in general, who all have the SAME time... Eldred -- Dale Earnhardt, Sr. R.I.P. 1951-2001 Homepage - http://www.umich.edu/~epickett GPLRank - under construction... Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
Larry 04 Dec 2001 19:04 UTC↳ reply to EldredP#148555
I do it too... I have over 40,000 Laps logged at Talladega! Of course that started way back with N2/NROS and before. I think I had close to 20,000 laps logged on NROS when it shut down. Damn, I get all teary-eyed thinking about that place :( -Larry "EldredP" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (34 lines)> In article <[email hidden]>, [email hidden] > (Gerald Moore) writes: > > >Yeah, I guess you're right. I certainly never have. I've done a > >handful of 50% races on the superspeedways. I think most leagues run > >about 50%... on some tracks, this would be long enough for moderate > >changes in temperatures, weather, amount of rubber on the track > >(groove AND marbles), etc. > > > >This is all nitanoid stuff, to be sure. I'd much rather see them fix > >the collision physics, aerodynamics, damage modeling, client > >prediction, etc. before they ever bothered thinking about this kind of > >stuff, since we'd all probably need Pentium 7's or something to run it > >anyway. > > > >Gerald > > > > > >[email hidden] (EldredP) wrote in message > >news:<[email hidden]>... > >> In article <[email hidden]>, > >[email hidden] > >> (Gerald Moore) writes: > >> > >> >I don't think the groove ever changes in N4. I agree a dynamic track > >> >surface would make an excellent addition to any racing simulator. Of > >> >course, in your typical 20-40 lap sprint you get online, all this > >> >would be wasted. > >> > >> How many people would even RUN a full-length race in N4? > >> > >> Eldred > > Sorry, this is a late response(downloaded on different computer). I've
run > full length races in just about every sim I've owned, and I tend to thinkthat > others do the same. However, my experience running servers for GPL telsme > that most people don't want the hassle of running one. You just need tofind a > group of like-minded people who have the time in general, who all have theSAME
Quoted text (9 lines)> time... > > Eldred > -- > Dale Earnhardt, Sr. R.I.P. 1951-2001 > Homepage - http://www.umich.edu/~epickett > GPLRank - under construction... > > Never argue with an idiot. He brings you down to his level, then beats
you > with experience... > Remove SPAM-OFF to reply.

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