You know, it would be nice if Tantrum would actually update their website
once in awhile! I thought company websites were supposed to keep customers
updated about products. Their website still says the game will be released
in April 1998! Hmmmmmm...maybe I SHOULD go buy Burnout! I was going to
wait.
>On Tue, 16 Jun 1998 21:59:02 -0700, "racerfan"
>>I guess it will be 1999 before we see it huh ??
>You can see it.. If you look really hard it's just a bunch of little (non-moving)
>pictures on several websites..
>BTW, given that it has no tachometer and only 8 adjustable settings
>it doesn't quite qualify as a sim, but it probably has great graphics and sound.
>--
>* rrevved at mindspring dot com
>* s.p.u.t.u.m. unit.26
>* http://www.sputum.com
NHRA Drag Racing delay and real Top Fuel insight
A fan complained that Tantrum's site still listed an April release for NHRA Drag Racing. A poster who had driven a Top Fuel dragster explained that the cars have no tachometer, few adjustments and tuning centred on the clutch, and described tyre shake, while a former fuel dragster driver added period detail. Others debated how much engine work teams do between runs.
Automated summary.
>You know, it would be nice if Tantrum would actually update their website
>once in awhile! I thought company websites were supposed to keep customers
>updated about products <SNIP!>
This isnt just a Tantrum problem.... alot of developers and game-publishers
are awfully slow to update their sites. Take for instance Sierra - over the
last year or so they've updated their GPL "preview" once - and that "update"
was **removing** some pictures and pages!! ??? They've still got the release
date set to "Spring 98"!
Papyrus and Sierrasports aint much better.. Papy have displayed a "GPL
picture of the week" for some months now. AFAIK that page has been updated
**3** times... now that makes 'em weeks kinda long - dos'nt it??
Sometimes I really wonder if these companies want to sell their titles or
not. But on the other hand.... no updates could also mean that they are
working like hell to finish the product on time and/or make the title as
good as possible... :)
Just my 2 cents....
Best,
Edwin Solheim
Check out The Paddock - a legendary site...
for some cool Grand Prix Legends stuff and tips!
(http://home.c2i.net/thepaddock)
> BTW, given that it has no tachometer and only 8 adjustable settings
> it doesn't quite qualify as a sim, but it probably has great graphics and sound.
From what I understand, the actual TF and Funny Cars don't use much
in the way of gauges. Also, the reason for the lack of adjustments
in NHRA is that actual TC and FC don't need 'em - akin to having a
sim where you could change the gap on a set of plugs...neat, but
uneccessary.
Cheers!
Marc
--
Marc J. Nelson
Sim Racing News - http://www.simnews.com
<remove '_*_' before replying>
quite qualify as a sim>
As someone who has had the opportunity to actually drive a Top Fuel dragster, I
can assure you that there is NO tachometer. The engine RPM is gathered off of
the onboard computer and downloaded after every run. As far as adjustments go,
I can think of only 6 or 8 adjustments that we have ever made on our Fuel car,
and they are:
Blower Boost
Nitro %
Spark (advance or retard)
Clutch (base pressure, counter weight, primary & secondary timers)
Angle Of Rear Wing
Nose Weight (with ballasts and fuel)
Minor Fuel Jetting Changes
If Tantrum incorporates just these settings, with any type of realism, which
are pretty much standard adjustments between runs, then you are talking out
"professional sim racers" blasting this game and it's not even out yet. I
believe you will find that getting a 6000 h.p. Top Fueler or Funny Car down the
track with any consistency is quite a bit tougher than chasing each other
around in circles.
Greg
I agree on the instrumentation. I drove an A/FD in the days before on-board
computers, and all we had was an oil pressure gauge. Shifting (Lenco 3-spd)
was done by ear and by seat-of-the-pants feel. As for adjustments, all I can
remember were: tire pressure, clutch preload, clutch centrifugal weights,
spark advance, cam advance (rarely changed), injection main jet, and
injection hi-speed bypass. The tires, clutch and injection settings were all
we messed with between runs, and the clutch was probably most important.
--
Doug Gordon
(Remove "nospam." from e-mail address)
>>BTW, given that it has no tachometer and only 8 adjustable settings it
doesn't
>quite qualify as a sim>
>As someone who has had the opportunity to actually drive a Top Fuel
dragster, I
>can assure you that there is NO tachometer. The engine RPM is gathered off
of
>the onboard computer and downloaded after every run. As far as adjustments
go,
>I can think of only 6 or 8 adjustments that we have ever made on our Fuel
car,
>and they are:
>Blower Boost
>Nitro %
>Spark (advance or retard)
>Clutch (base pressure, counter weight, primary & secondary timers)
>Angle Of Rear Wing
>Nose Weight (with ballasts and fuel)
>Minor Fuel Jetting Changes
>If Tantrum incorporates just these settings, with any type of realism,
which
>are pretty much standard adjustments between runs, then you are talking out
>"professional sim racers" blasting this game and it's not even out yet. I
>believe you will find that getting a 6000 h.p. Top Fueler or Funny Car down
the
>track with any consistency is quite a bit tougher than chasing each other
>around in circles.
>Greg
Good info thank you!
which
>are pretty much standard adjustments between runs, then you are talking out
>"professional sim racers" blasting this game and it's not even out yet. I
That is pretty much it. People around here go by their expectations
without understanding reality. I'll bet many people are shocked to
find your information true. Since you are posting anonymously from
an AOL account I guess someone should ask to prove you drove
a TF car. Anyone can say so, and posting anonymously does not
help prove your point.
I agree to a point. Being consistant at 1/4 mile with a high powered
dragster should not be easy.
--
Header intentionally scrambled to ward off the spamming hordes.
Quoted text (9 lines)
>Blower Boost >Nitro % >Spark (advance or retard) >Clutch (base pressure, counter weight, primary & secondary timers) >Angle Of Rear Wing >Nose Weight (with ballasts and fuel) >Minor Fuel Jetting Changes >If Tantrum incorporates just these settings, with any type of realism,Quoted text (26 lines)
> >BTW, given that it has no tachometer and only 8 adjustable settings it doesn't > quite qualify as a sim> > As someone who has had the opportunity to actually drive a Top Fuel dragster, I > can assure you that there is NO tachometer. The engine RPM is gathered off of > the onboard computer and downloaded after every run. As far as adjustments go, > I can think of only 6 or 8 adjustments that we have ever made on our Fuel car, > and they are: > Blower Boost > Nitro % > Spark (advance or retard) > Clutch (base pressure, counter weight, primary & secondary timers) > Angle Of Rear Wing > Nose Weight (with ballasts and fuel) > Minor Fuel Jetting Changes > If Tantrum incorporates just these settings, with any type of realism, which > are pretty much standard adjustments between runs, then you are talking out > "professional sim racers" blasting this game and it's not even out yet. I > believe you will find that getting a 6000 h.p. Top Fueler or Funny Car down the > track with any consistency is quite a bit tougher than chasing each other > around in circles. > Greg<I find it kind of weird that when I watch NHRA on TV they almost rebuild the
top half of the motor between runs.>
First off, they don't "almost" rebuild anything. Between every run the engines
of the higher budgeted teams are completely disassembled and in most cases
completely rebuilt with new bearings, etc.. Depending on the teams finances,
rods, pistons, and cranks are changed every 5 to 10 runs. Doing this has
absolutely no effect on the performance of the vehicle, it's only done to
ensure reliability, and attempt to prevent breakage. About the only part
change between rounds that really makes a difference, is the blower. A freshly
stripped blower will pump a higher volume of air, because the new teflon
strips offer a better seal, which will create more boost......which makes more
power.
Yes, we've built many engines between runs......as described above, but I've
never had my car run quicker because it had new bearings and spark plugs.
You don't tweak a front wing. That will definitely get you in a position you
don't want to be in. As I stated in my first post though, you do adjust the
angle of the rear wing to add or subtract downforce, which from what I have
heard, is incorporated into the NHRA sim.
I also included this in my first post as something that is done....not
routinely, but ballast weight is adjusted on occasion, it's mainly done to add
or subtract weight on the nose of the car to prevent blowovers. I have heard
that this is also incorporated into the game.
Sorry, but unless you are running a nostalgia dragster, or just don't feel like
qualifying, there are no *** gears. Today's fuel cars run direct drive 1to1
high gear boxes, with a 3.20 rear end gear ratio.
I applaud your enthusiasm, and "hell" I'm sure you would probably do well at
it. Save up your sim dollars and buy you a new McKinney or Plueger chassis and
go funny car racing. That's all there is to it. Best of luck!!! :o)
Greg Duffield (for those that feel I was trying to keep anonimity)
TF #473
I did say build engines before runs I said build engine to get started
adjust you fuel flow cam timing igtion timing valvle opens, baor and stroke
etc.I know atleast Winston Cup teams do this between races and I would think
NHRA drivers do aswell unless they are all made to runt he same motor week
in week out.
I wasn't talking about about rearend gears I was talking about ***
gears,so all they run is a 1.00 *** gear they can't chabge between
events?
Wrote the following:
Is it just me, or does this guy make no sense at all??
I specifically said the fuel cars run a 1to1 high gear box...(which also has a
reverser). Yes...all they run is a 1 to 1 (1.00) gear ratio that they don't
change between events. They change the gear box, but they don't change the
ratio.
The way the clutch systems are regulated, does not create the need for a
transmission with changeable gears. Generally a fuel car will leave the
starting line with the clutch slipping fairly well, then + or - 2.8 seconds
into the run (depending on track conditions) the clutch will lock up 1 to 1
with the engine for the remainder of the race. I guess when the clutch locks
up it's almost like a gear change.
It gets to be quite complicated, because if you aren't applying enough power
off the starting line, and the track conditions are fairly good, you will get
into what they call "tire shake". (The only way to describe this, would be
like a 50 magnitude earthquake. It's so *** that you can't see anything at
all but a blurr of light.) Then again, if you apply too much "clutch" off the
starting line, you will smoke the tires. If you don't have enough downforce in
the rear wing you will smoke the tires on the top end of a run.
Everything plays together, and is interrelated. Getting the engines to run half
decent is the easy part. Add enough nitro and the means to fire it all, and
anyone can make alot of power. It's getting it to the ground and making it
stick thats tricky.
Just one more thing, I'm not here trying to blast anyone. I simply responded
to a post that I felt was completely incorrect and based on mis-information. I
rather like having these little debates, and there is nothing personal at all
intended.
Greg
I've heard that the NHRA game will actually simulate tire shake if you don't
have your car setup right! I think the problem is that not many people
actually know what's involved in the nitro classes. Most any car has more
than enough horsepower to win the race, but the trick is getting it down the
track. I can't wait until the Pro Stock version comes out! Tachometers and
shifting...oh yeah!
-Bill
Well I (for one) am glad you are contributing. It just goes to show
how little the average simmer knows about this stuff. I've learned
quite a bit already.
--
Header intentionally scrambled to ward off the spamming hordes.
More commonly known as "wheel-hop."
> It gets to be quite complicated, because if you aren't applying enough power
> off the starting line, and the track conditions are fairly good, you will get
> into what they call "tire shake". (The only way to describe this, would be
> like a 50 magnitude earthquake. It's so *** that you can't see anything at
> all but a blurr of light.)
--
Marc J. Nelson
Sim Racing News - http://www.simnews.com
<remove '_*_' before replying>
<More commonly known as "wheel-hop.">
No, tire shake is nothing like wheel-hop. Nothing with less than about 1000
horsepower will ever experience anything like tire shake. Wheel-hop is when
the suspension of the car allows the tire to actually lose the majority of it's
contact with the ground. As this flexing back and forth continues the tire
kind of skips along the ground, and causes a mild vibration in the car.
Tire shake on the other hand, has been known to cause some drivers to suffer
concussions and even lose conciousness!!! It's basically when the tire tries
to grow and squat at the same time, it's a very strange phenomena. I don't
even think a majority of the "big teams" know what it is exactly. It's
something that is unbelievably *** no matter if you are running a 2000h.p.
Pro-Mod, or a 6000 h.p. Fuel Car. When it happends you WILL know it, and it is
NOTHING like wheel hop.
Greg
It wasn't until 'after' I hit the send-button that I realized my
mistake...This 'tire-shake' is certainly something I wouldn't want
to go through (at least without a good dental plan<g>). Thanks for
the clarification.
Cheers!
Marc
--
Marc J. Nelson
Sim Racing News - http://www.simnews.com
<remove '_*_' before replying>
Quoted text (17 lines)
> <More commonly known as "wheel-hop."> > No, tire shake is nothing like wheel-hop. Nothing with less than about 1000 > horsepower will ever experience anything like tire shake. Wheel-hop is when > the suspension of the car allows the tire to actually lose the majority of it's > contact with the ground. As this flexing back and forth continues the tire > kind of skips along the ground, and causes a mild vibration in the car. > Tire shake on the other hand, has been known to cause some drivers to suffer > concussions and even lose conciousness!!! It's basically when the tire tries > to grow and squat at the same time, it's a very strange phenomena. I don't > even think a majority of the "big teams" know what it is exactly. It's > something that is unbelievably *** no matter if you are running a 2000h.p. > Pro-Mod, or a 6000 h.p. Fuel Car. When it happends you WILL know it, and it is > NOTHING like wheel hop. > Greg>Wrote the following:
>>I did say build engines before runs I said build engine to get started
>>adjust you fuel flow cam timing igtion timing valvle opens, baor and stroke
>>etc.I know atleast Winston Cup teams do this between races and I would think
>>NHRA drivers do aswell unless they are all made to runt he same motor week
>Is it just me, or does this guy make no sense at all??
My fault I wrote this early in the morning and had just woke up and had to
leave for work and didn't proof read it.Basically what I am asking is can
you build your own enigine in the game, I really hope so.Everyone keeps
talking about changes between runs tahst fine,but I'm talking about making a
car or setup whatever you like to call it from scratch.Which leads into
changing the motor for different tracks and events and weather and elevation
and so on.I'm not tring to bash anyone or the game I'm just searching for
all the info I can get,since I was never really interested in Drag racing
until I got Burnout and started tweaking to gain thousands of a second to
beat the next guy.
Ok I just didn't know if they could change the ratio to say like a 2 to 1 if
they wanted to and I just wanted to be sure thanx for the info.
I wasn't blasting anyone either I just wanted so info I apologize if it
sound like a blast,thanx for all the info Greg you cleared alot up for me.
GT86
BlackHole MotorSports
http://www.ivga.com/bhmotorsports
Pro Series Racing League
http://home.earthlink.net/~garywin
Its closer, If you want screen shots head over to my web page.
http://ourworld.compuserve.com/homepages/mdunn4
Mike's Catch Can
>I guess it will be 1999 before we see it huh ??
No problem. I really don't think the game will let you build different engine
combinations, because it's based on the actual Fuel classes. Top Fuel and
Funny Car are bascically cookie cutter classes in which everyone runs the same
engine combinations. (the NHRA & IHRA rules are designed for this so that the
class has uniformity and equality)
If you think about it, it's pretty exciting knowning that your competitor has
pretty close to the same combination you do, and it's your job to make sure you
get it to the ground and drive good enough to beat him.
Take Care,
Greg
> Just one more thing, I'm not here trying to blast anyone. I simply responded
> to a post that I felt was completely incorrect and based on mis-information. I
> rather like having these little debates, and there is nothing personal at all
> intended.
> Greg
Thank you so much for your insight!. I really enjoyed your lessons in NHRA
mechanics. I am really interested in your opinion about this upcoming NHRA sim.
Perhaps a review in this theater........?
Thanx!,
Harald
I don't understand then how a Top Fuel team can get so off with the combination
then. I remember when Eddie Hill first started racing Top Fuel in 85 he wasn't
having much success at all. He was about to quit and Gene Snow came over and gave
Eddie some combinations that worked for him.
If all the Top Fuel motors are so similar in the set up then how can a team end up
so far off?
Just wondering. I always thought there was alot to do with the fuel systems in a
Top Fuel Engine.
There's not as much as you would think. Most of the tuning is in the clutch
area. Now there are some fuel adjustments that are made, but 95% of getting a
fuel car down the track is Clutch Clutch Clutch!!!
Greg
Greg, not to argue some of the points you have made about
what or what isn't done with an engine in preparation for a race but
according to interviews in the new August issue Drag Racing Monthly
or the old Super Stock and Drag Illustrated Roland Leong makes some
interesting comments on what is required to run a nitro engine.
It isn't quite as simplistic as you make it sound. Much preparation
is done on baseline engine combinations before the car ever makes a
run down the track. Yes the 8 basic changes that are in the game may
cover 95% of what transpires but the developing of the HP isn't the old
cookie cutter routine it used to be years ago when they couldn't get
all the power to the track do to tire and chassis limitations. I think
what Robert and others are saying is that they would have liked to
have had the option of playing with different engine configs before
racing at the track. Yes, the basic engine is based on a Chrysler
hemi but surely you wouldn't suggest that the head porting or
cam shaft selection would be the same in everybodies combination.
To name but a few variables. These baselines would not be changed
at the track but they sure would have spent plenty of time developing
them before they got to the race.
Pete
I will agree with you Pete.....there are a handful of teams that do extensive
research and development with fuel systems, heads, cams, blowers, and even
blocks. Primarily these are the teams that are extremely well
financed.......and believe me, they do have some serious financial clout.
Between the 32 fuel cars that normally qualify at an NHRA race (Top Fuel &
Funny Car combined), I know of only 8-10 teams that really do alot of research
and development on the components mentioned above. Generally a team will come
out with something new, and if it works, within 4 or 5 races, almost everone
will have it. So in that perspective it is somewhat of a cookie cutter class
now days there's just more fuel and more ignition.
Like I said in my earlier posts, anyone can make alot of power in a nitro
engine, because almost all the latest fuel system, heads, cams, and blowers are
available to the general public by the manufacturers themselves. Please don't
get me wrong though, because I'm NOT saying that making alot of power is easy.
But if you have all the components necessary, and a good working knowledge,
then you will make plenty of power.
Alot of teams that do R&D work in conjunction with Ignition, Blower, Fuel
System, and Head manufacturers to develop better products. This means once
they get it working right then it's available to anyone if you have enough
money. So to put something like this in a game, you would have to have almost
unlimited possiblities for cam, fuel, heads, blower, and ignition. I don't
think they will ever make a game like that. Besides, if they do the game
right, I think it will be hard enough for people just to get the car down the
track........at least I hope it's that way. :o)
Greg
Advanced Computer Systems
http://members.aol.com/adcompusys/index.html
Actually, the Top Fueler's all run pretty close to the same camshaft
profile. Pro Stock cars and trucks on the other hand are always trying and
looking for something new to get that few extra horses. I've seen camshafts
for 4 of the top 16 Top Fuelers and they all run the same profile. I can't
say what the other 12 or so run, but I would assume it's pretty close to the
same also.
KThibodeau


































