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Rec.Autos.Simulators Archive

Suggestion for NASCAR 2

8 posts by 7 people · 01 Jul 1996 - 10 Jul 1996

I don't know if this has been suggested before, but I feel a nice feature would be to designate a hot key to enable the player to toggle between maximum wheel lock and the value defined in the car setup. This would eliminate the necessity of making 3 (or more) point turns to get back on the track after spinning out. Patrick Murphy
Mike Young 01 Jul 1996#324057
Quoted text (7 lines)> I don't know if this has been suggested before, but I feel a nice > feature would be to designate a hot key to enable the player to toggle > between maximum wheel lock and the value defined in the car setup. This > would eliminate the necessity of making 3 (or more) point turns to get > back on the track after spinning out. > Patrick Murphy
=========== There's a spin recovery option in the Driving Aids menu. Also, on most tracks, imaginative over-use of power allows 180 deg turns. If you're on the grass facing the wrong way, close to the track edge, crank full lock toward the track and stand on the gas; let go of the gas when you're pointed the right way. On grand prix courses (Australia, Long Beach, etc.), the fastest way around is a power slide going backwards: come to a complete stop, put the car in 1st gear, hold reverse for a few seconds and get up some speed, let go of reverse and at the same time quickly crank the wheel to full lock. The nose will come around very fast; stand on the gas when your nose is pointed the right way down the track. Remember to get up some speed; a slow count to five feels right. The car whips around on the rear differential; the rear-end is locked when power is applied, so this won't work if you're still holding reverse when you start turning. Mike.
Quoted text (7 lines)>I don't know if this has been suggested before, but I feel a nice >feature would be to designate a hot key to enable the player to toggle >between maximum wheel lock and the value defined in the car setup. This >would eliminate the necessity of making 3 (or more) point turns to get >back on the track after spinning out. >Patrick Murphy
Patrick, If you're running on Hawaii, the current MULTI.EXE has variable wheel lock implemented, so that when you are stopped or driving at low speed, the wheel lock range is increased. Once you're up to speed, the wheel lock value you have selected kicks in. We're still debating whether this is appropriate; it seems to solve the turning radius problem, but it's a departure from reality and it also encourages joystick users to set wheel lock lower than they might, which can get them into situations where they don't have sufficient steering control to correct oversteer conditions. Any comments? Charlie Heath Papyrus Design Group
Hen 08 Jul 1996#325075
Quoted text (9 lines)> If you're running on Hawaii, the current MULTI.EXE has variable wheel lock > implemented, so that when you are stopped or driving at low speed, the > wheel lock range is increased. Once you're up to speed, the wheel lock > value you have selected kicks in. We're still debating whether this is > appropriate; it seems to solve the turning radius problem, but it's a > departure from reality and it also encourages joystick users to set wheel > lock lower than they might, which can get them into situations where they > don't have sufficient steering control to correct oversteer conditions. > Any comments?
The current model, where the steering lock increases when your speed is under 15mph(?) works great! And yes, I drive with a joystick. Please implement this to N2!! -- Henrikki (Hena) Hakkanen Tel. ?(9)0-345 5538 ------- The best way to accelerate a Mac is 9.81 m/s^2 ------- -------------------------------------------------------------- Disclaimer: Opinions expressed here are mine and does not necessarily reflect those of my employer!
Quoted text (23 lines)> >I don't know if this has been suggested before, but I feel a nice > >feature would be to designate a hot key to enable the player to toggle > >between maximum wheel lock and the value defined in the car setup. This > >would eliminate the necessity of making 3 (or more) point turns to get > >back on the track after spinning out. > >Patrick Murphy > Patrick, > If you're running on Hawaii, the current MULTI.EXE has variable wheel lock > implemented, so that when you are stopped or driving at low speed, the > wheel lock range is increased. Once you're up to speed, the wheel lock > value you have selected kicks in. We're still debating whether this is > appropriate; it seems to solve the turning radius problem, but it's a > departure from reality and it also encourages joystick users to set wheel > lock lower than they might, which can get them into situations where they > don't have sufficient steering control to correct oversteer conditions. > Any comments? > Charlie Heath > Papyrus Design Group
Charlie, I don't feel that setting the wheel lock too low to compensate for oversteer should be a consideration. If I set the value for wheel lock too low and I find that I can't compensate for oversteer I can simply change the value to a more suitable setting. I understand that variable wheel lock doesn't happen in real racing but it is not an unreasonable compromise for the sake of playability. Since I use a joystyick for NASCAR I tend to run low wheel lock, around 8 to 10 degrees. A joystick does not have enough travel to allow for large values of wheel lock. Large wheel lock makes it difficult not to oversteer the car going into a turn. I imagine that a steering wheel allows for much greater control and makes larger values of wheel lock playable due to the larger travel of the wheel. However, the steering wheels on the market today are way too expensive (in my opinion). I can't justify spending that much money (about $120) to play a game. I was not aware that Hawaii allowed for variable wheel lock as I have never raced on it. I can't justify the long distance charges. The AI cars are allowed to spin in the correct orientation after spinning out. This is less realistic than variable wheel lock and gives tha AI cars an unfair advantage. I am aware that the AI cars pause a couple of seconds before pinwheeling to add a little parity. Allowing maximum wheel lock at low speeds seems to be a very good solution to the problem. I really enjoy the NASCAR sim and appreciate your response. Thanks, Patrick Murphy
David Spark 08 Jul 1996#325077
Quoted text (9 lines)>If you're running on Hawaii, the current MULTI.EXE has variable wheel lock >implemented, so that when you are stopped or driving at low speed, the >wheel lock range is increased. Once you're up to speed, the wheel lock >value you have selected kicks in. We're still debating whether this is >appropriate; it seems to solve the turning radius problem, but it's a >departure from reality and it also encourages joystick users to set wheel >lock lower than they might, which can get them into situations where they >don't have sufficient steering control to correct oversteer conditions. >Any comments?
Personally, I think it's great! I've noticed that I can now get out of my pit stall without having to reverse. I have a CH VPP and it has only about 70 degrees of movement, so I have to keep the wheel lock low to get the control I need. It is a pain not being able to cross-up when the car goes into oversteer, but frankly it's not much of a problem for me in NASCAR. I sure miss it in ICR2, though. I have this tendency to get back on the throttle too quick and once the rear-end starts around, you can kiss it goodbye. Saving my pennies for a real wheel. Dave "davids" Sparks Sequoia Motorsports
Mike Donnel 08 Jul 1996#325078
reguard to reality... Great feature. Very necessary. Now,would you implement it for the regular game? That way we can get out of those tight pits (simulating burn out if you will) and still have control in racing trim. Mike -- ___^___ Speed Bump Motorsports... The name says it all. NRL95 #110 Hershey's Kisses Chevrolet Monte Carlo PRO95 #53 Hershey's Kisses Penske PC23/Ilmor D SIMCAR96 #45 Hershey's Kisses Pontiac Grand Prix PRO96 #2 Hershey's Kisses Reynard/Ford/Firestone - Pucker Factor Motorsports IVGA #2027 (membership, not the car!)
Mike Manthe 10 Jul 1996#325381
YES! Even using a wheel, there is much less total travel than a real car, so it is logical (and welcome) to implement this "fix". It's much less intrusive than selecting "non-linear steering" even while using a wheel or setting the wheel lock up so high that normal running is too "twitchy". It would come in handy for more than just pits too. When you're going slow to avoid someone else's wreck, it'll be nice to drive around the wreck instead of backing up, and driving around. Mike

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