Race Sim Central
Rec.Autos.Simulators Archive

Papyrus Guys, Please Read This

8 posts by 7 people · 31 Aug 1997 - 09 Sep 1997

>Ok, here's my say in what Nascar 3 should have. >1. Make it so that the groove dvelops durning the race. (aka : whenever >a tire squels, have it so it lays down ***) The occasional skid marks >are handy, but unrealistic. And how about a rain to green up the track following all the *** that's laid down by the busch guys and practice? it'd be neat, but not necessary for me. double file restarts more important! don't forget to accelerate time for when you make changes to the car, however long it may take. And if you *wreck* a car, you have to fix it and live with it for the race, *or* go to the backup. And if you crash 2 cars, well, you're hurtin! See above... kill too many cars and you're fired as the driver or something (maybe lose the sponsor) true. they do slow em' down in the race. they also don't move out of your way into the turns usually either. trackbar trackbar trackbar (during pitstops too) crossweight in more than 1 location. too complicated for me, but willing to learn
> 7. More adjustments. (tow in, camber in the rear tires, etc.) FWIW, the real NASCAR guys can't adjust rear camber either. -- God Bless, Steve (remove the <remove this> from my address when replying via e-mail)
Jim Sokolo 03 Sep 1997#376739
> > 7. More adjustments. (tow in, camber in the rear tires, etc.) > FWIW, the real NASCAR guys can't adjust rear camber either. Really? I thought they could, but it just amounted to everyone running the maximum negative camber allowed by NASCAR? (2.0 degrees from memory; don't have rule book handy...) I could of course be totally off. ---Jim
Quoted text (13 lines)> >Ok, here's my say in what Nascar 3 should have. > >1. Make it so that the groove dvelops durning the race. (aka : whenever > >a tire squels, have it so it lays down ***) The occasional skid marks > >are handy, but unrealistic. > And how about a rain to green up the track following all the *** > that's laid down by the busch guys and practice? > >2. Have the pit crew visible when doing pitstops. > it'd be neat, but not necessary for me. double file restarts more > important!
Amen to the restarts!!! Cool Idea! How about a limited # of provisionals allowed; if you fail to qualify, you sit out the race. This could be a game in itself! I know there is a GP2 Manager game, but I don't know the details of it. Win or lose sponsors, attempt to field 2 cars. Driver injuries, no cash, etc. Amen to that! While nobody adjusts the front screwjacks in a race, I'd like to be able to set it during practice and warmup. Trackbar, Hell yea!! I'd like to have short track cars, or superspeedway cars to choose from. BTW, does anyone know what the difference is between them? -- James
Chris 04 Sep 1997#376798
I like a lot of your ideas. Add on - Variable jets in the carb for qualifying and race setups. They use bigger jets in qual setups in WC to get 10 - 15 more horse Power out of the cars. Most of the ideas below would definitely add to game realism. > > >Ok, here's my say in what Nascar 3 should have. > > >1. Make it so that the groove dvelops durning the race. (aka : whenever > > >a tire squels, have it so it lays down ***) The occasional skid marks
Quoted text (13 lines)> > >are handy, but unrealistic. > > And how about a rain to green up the track following all the *** > > that's laid down by the busch guys and practice? > > >2. Have the pit crew visible when doing pitstops. > > it'd be neat, but not necessary for me. double file restarts more > > important! > Amen to the restarts!!! > > >3. Make the Practice times limited. Keep the warm-up to the race an
hour
Quoted text (11 lines)> > >long. (happy hour of course. :) > > don't forget to accelerate time for when you make changes to the car, > > however long it may take. And if you *wreck* a car, you have to fix > > it and live with it for the race, *or* go to the backup. And if you > > crash 2 cars, well, you're hurtin! > Cool Idea! How about a limited # of provisionals allowed; if you fail to > qualify, you sit out the race. > > >5. Have a career mode. (Max 20 seasons, can own extra cars, money
etc.)
Quoted text (7 lines)> > See above... kill too many cars and you're fired as the driver or > > something (maybe lose the sponsor) > This could be a game in itself! I know there is a GP2 Manager game, but > I don't know the details of it. Win or lose sponsors, attempt to field 2 > cars. Driver injuries, no cash, etc. > > >6. Slow the cars down. The real Cup cars don't go that fast in the
race.
Quoted text (13 lines)> > true. they do slow em' down in the race. they also don't move out > > of your way into the turns usually either. > > >7. More adjustments. (tow in, camber in the rear tires, etc.) > > trackbar trackbar trackbar (during pitstops too) crossweight in more > > than 1 location. > Amen to that! While nobody adjusts the front screwjacks in a race, I'd > like to be able to set it during practice and warmup. Trackbar, Hell > yea!! > > >8. Build your own cars for career mode. (able to set castor, set the
body) > > too complicated for me, but willing to learn > I'd like to have short track cars, or superspeedway cars to choose from. > BTW, does anyone know what the difference is between them? > -- > James
The sim needs at least 3 sets of AI files. One set is used during the 1st couple of laps after a double file start or restart. The grooves are a little bit further apart than in the normal racing AI files. This will help stop the major slow-ups as the cars try to get through the first few turns and start getting in line for real racing. The 2nd set of files would be similar to what they already have in N1/N2/ICR2, etc. However, the 3rd set would be forced on to cars that are "crippled" and not running up to speed. Depending on the track they are either high grooves or low grooves. -- **************************** Michael E. Carver ************************* Upside out, or inside down...False alarm the only game in town. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
Quoted text (7 lines)>> don't forget to accelerate time for when you make changes to the car, >> however long it may take. And if you *wreck* a car, you have to fix >> it and live with it for the race, *or* go to the backup. And if you >> crash 2 cars, well, you're hurtin! >Cool Idea! How about a limited # of provisionals allowed; if you fail to >qualify, you sit out the race.
Yeah, an option of "must make the race" or something. Basically, you qualify or you miss the field. For that, suppose there are 39 cars in your carset/listing. If there's only 36 spots, they all qualify, and the top 36 go. If you're among them, great. if not, oh well! In championship mode, have the other cars use provisionals as well. Make levels that a team may be better on speedways, short tracks, road courses, or perhaps they are ***at certain tracks and great at others. That way we don't have to monkey with the skill levels after each race to provide variety! I think, essentially, that you get the proper type of car for the proper type of track.
Quoted text (8 lines)> It's my understanding that NASCAR used to allow adjustments on rear >camber and the result was maximum camber and that this resulted in many >many bad wrecks, which were getting worse as the speeds increased, so they >mandated a specific setting for the rear wheels that is "hard coded" into >the manufacture of the rear axles. I've no idea as to what the angle is >though. > Steve
Your explanation is correct. I believe the rear camber is set to 2 degrees. --- Frank ---

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy