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Rec.Autos.Simulators Archive

How many tracks are flat out?

9 posts by 7 people · 16 May 1997 - 27 May 1997

ROSC 16 May 1997#366874
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://members.aol.com/ROSCS ----------------------------------------------------
Brian Po 16 May 1997#366875
says...
Quoted text (7 lines)> 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://members.aol.com/ROSCS > ----------------------------------------------------
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 Busch 22 May 1997#367710
I always thought the LP files only effected the AI cars. -- ...
Chief091 23 May 1997#367860
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 23 May 1997#367861
: 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.
<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 24 May 1997#367979
: : 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 ;).
: : : 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 27 May 1997#368267
Quoted text (13 lines)>: : : 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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