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Beemaster's
Nascar
Online
Page
A
great Learning Aid for you Nascars Fans
There
is Nothing I enjoy
more online than Racing The Beemaster 222
car against other Online Racers around the world. On this page I'll try
to give an Overview of what is needed, what you can do and how much fun
it can be. With Nascar you can race with up to 42 other "real people"
or Computer opponents on all of the Nascar seasonal tracks. At any
given time THOUSANDS of people are racing, you might have 50 races at
Daytona going
on at once - as well as many other races going on at as many other
tracks.
How It
Works
Just to put sense to it so that
the whole process don't sound too scary or complex, this is the basics
of how you race Online. I'll go into greater detail below, but for now
-
here is what you generally do.
You install the software, hookup you driving wheel or other controller,
click on the link to open up Nascar, click on multiplayer, choose a
race from the list of current races, enter the race ( if you meet the
requirements of the race you clicked on ) go into your garage, chose
your setup, enter the race for Practice, Qualifying or Race and have
fun.
It's actually pretty simple and lots of fun. You can sub specialize in
Nascar; car painting, car setup or driving. As you'll see below -
there's more than just jumping in the car, but if THAT is all you want
to do, then just racing is fine too.
The car above took me about an hour or so to paint using the paintshop
software that came with the Nascar Simulator. The image here DOES NOT
do justice to the car when you see it Online. The car is deeply painted
in metal flake and the shine of the stadium lights ( night time racing
is the best ) will blow you away. It's really interesting to see the
artwork that people come up with.
I don't want to forget that the cars that come with the game are
PRECISELY painted to match the cars in the Winston Cup Series. When you
race against the computer ( something that you can do without Internet
connection ) you will get to see all the cars in their splendor.
What is
Online Racing
Nascar 2002 Season ( and now
Thunder 2003 ) are Nascar Winston Cup Series Car Simulators. Meaning,
this is
not just a video game, but a racing simulator which takes actual racing
physics into account during all aspects of the race. There are several
modes, arcade and Simulator are the two main styles of racing. Each of
these have several realism settings that can enhance the challenge of a
given race.
Obviously, Online racing is you and your computer, controller
equipment and setups against thousands of other racers ANYWHERE on the
planet using their own computers, controllers and setups. There are
NO advantages in the car speeds because of faster or slower COMPUTERS
or CONNECTIONS - the speed difference lies COMPLETELY in the car's
setup
and of course the driver's skill behind the wheel. It is this COMMON
playing
field that makes you want to improve your car setups and relentless
practice
behind the wheel - both against the computer ( which you can adjust
their
skill levels ) and humans who you are at the mercy of on the track.
What do you need to Race
Online
First, you'll need the
software.
There are several Nascar versions out there and EACH have Online
Multiplayer Racing and Computer opponent options to choose from.
You'll need a computer ( of course ) which meets or surpasses the
minimal requirements of the software. Obviously you'll want a great
video card, so that you can get 25 to 50 frames per second or faster
refresh with all the graphics and sounds turned up to the MAX.
Then there is your Internet Connection Speed. I have Cable Modem and
glad I do. Dialup racers are often kicked out of races due to a
high latency - slow data transfer rate. You can always tell the dialup
racers, their cars blink and disappear or their cars hop all over the
track. Most races and all leagues set a minimal latency setting, and if
your connection is higher than that setting you can not even get into
the race. Online racing, like most multiplayer games and simulators
calls
for DSL, Cable or faster connections. This doesn't mean you cant race
with dialup, it does though mean than MANY of the races will be raced
without you.
Then you'll need a controller. Mind you, worse case scenario, you can
use the keyboard - but DON'T race Online with the keyboard or you'll
find yourself booted out of the race very fast. Ideally, you'll want a
Forced Feedback Wheel and pedals. The FFB Wheel gives you the feel of
real racing and a TREMENDOUS amount of information; loose or tight feel
in and out of turns, riding over the grass or yellow boundary lines,
bumping into the walls or other cars. This Feedback is important to us
serious
racers and I've driven my wheel with the FFB turned off and I will tell
you now, there is NO comparing the two feels.
The FFB Wheel gives you a constant feel for the track and how your car
is performing - you literally can feel the car sliding as the tires
wear, or if you blow a tire or if your engine looses a cylinder. Sure
these wheels go about $100 or TWICE that of a cheapy wheel, but if
you spend hours and hours racing and you are serious about climbing in
rank and want to play against better rated players, then a FFB wheel is
worth every penny you pay.
Although Nascar gives you a
number of generic setups that will get you out on the tracks in a
hurry, it also allows you to tweak every aspect of your car in the
garage. You
have all the same tweaking options that the Pros have and all these
options
DO effect the car just as it would in the Earnhardt Garage!
Learning these setup configurations can be dauntingly challenging to us
common folk. Minute' changes in Camber or caster or grill tape can turn
a sluggish car that turns hard into a turn into a mean rocket that can
lead you to victory. I'll list the BEST document out there on setting
up your car - from there it's up to you.
But I will give you a clue that will make life easier for you, and old
trick my boss once taught me: Make one change at a time, never two. If
you make two changes, you'll never know WHICH one made the setup
better.
So change something, jump on the track and see what happens - learn
from your trials and become a master at setup. Mind you, setup and
garage tweaking is it's very own sport. Many leagues have guys ( and
Gals ) who do nothing but tweak the setups, these folks rarely ever sit
behind the wheel of the car - that is the DRIVERS JOB!
Painting your car
Another unique aspect of Nascar
Racing is Car Painting. You see at the top of this page the 222
Beemaster
Silver Beemobile. When I race, the other people in the race see my
car on their screen and there is nothing like having your own unique
car on the track.
I'm not going to cover this or any topic in detail. I will post the
BEST LINKS on the web, where you can learn from the pros. That's
something that I try to teach to people on my web site designing
section - add
lots of reliable, knowledgeable links to your site and your site
MAGICALLY
becomes bigger.
You need software of course - Paintshop Pro tends to be the experts
favorite program - as is mine, mainly because it is hundreds of dollars
cheaper than Adobe Photoshop. Once you've painted a car, you need to
upload it to the Internet to the Central Hub of Online Car Paintings,
the Nascarsim.com web site. Once there, other people download your car
paint job and whenever you come into a race, they will see your paint
job. Note: if you do not upload your car, the other racers will see a
generic blue or
brown colored car instead of your beautifully painted race car.
You can also EMAIL your car paint job to other racers and they just add
it to their paint job folder in Nascar. Either way, having a painted
car is fun and always fine to watch in the race reruns.
Your
Own Personal Spotter
Your own personal spotter is
Darrell Waltrip!!! As you race around the
track you will get all the information you need to assist you in
decision making from the your spotter. Here are a few of the comments
Darrell
makes to you as you are driving in different situations.
- The Speed Limit in the pits
is 55. Keep the engine under 3500rpm.
- Don't Merge yet!
- Get ready the pace car is in.
- Green Green Green.
- Car High!
- Car Low!
- Still there!
- Do not pass the ## Car on the
inside lane
- There is an accident in Turn ##.
- You are THREE WIDE.
- Yellow flag is out, race back to
the start/finish line.
- You are now in 4th place - good job.
- That car ahead is a LAP behind.
- You are Racing the car BEHIND you -
meaning HE is trying to take YOUR position.
- You WON!!! Great Job Buddy.
The interesting thing is that EVERYONE (
in the ENGLISH VERSION ) has Darrell Waltrip as their own personal
spotter. In different languages they use other voices. But your spotter
gives you enough heads up information to make critical decisions in
micro-seconds. Often, you can not see a car above or below you on the
track and without your spotter, you are likely to drive right into that
car without a clue he was ever there.
Views of the race - during and
after
During the race
you can view the track from 4 different views relative to your car.
COCKPIT VIEW - sometimes
race hosts force this view. It is very limiting
and gives you a feel for what it is to be a real racers. In the
cockpit,
you depend solely on your spotter and mirrors because the only thing
you have a clear view of is a small area to the front of your car.
Over the Hood View - This
is my favorite. You see your car as if you are sitting behind the wheel
of the family car looking out over the hood.
You then click on the G and S keys to bring the dashboard gages and
speedometer to the bottom
where you can view them easily throughout the race.
BUMPER CAM - This is just
what is says. I'm sure you've seen the races where you have a fisheye
view of the cars racing bumper to bumper from a very low position,
where everything seems WAY TOO CLOSE and distorted slightly. That is
the Bumper View. It's a lot of fun to race, but isn't the most ideal
view in heavy traffic.
CHASE CAR VIEW - is the
only outside of the car view you have WHILE racing. It is a cam
directly behind and above your car and allows you to see all the cars
in front, along side and even behind you. This view is difficult to
drive unless you have lots of arcade driving experience and it also
reduces the degree of realism in this wonderful simulator.
AFTER THE RACE
you have a greatly increased set of views that can greatly enhance your
ability to critique your own skills as a
driver. You can access these enhanced view in two specific ways:
- During the race - if you
voluntarily leave a race or if your car is totaled, you can enter the
LIVE CAMERA
SECTION and watch the race from inside ANY CAR and with any of a bunch
of views - including helicopter, chase cars, lead cars,, right side,
left
side, stadium, etc..
- After the Race - you can save the
race for reviewing at your leisure. That's right, the entire race
can be reviewed at any time and again - from ANY VIEW from any car in
the
race.
These Added Views allow you to jump into
other driver's cars and watch your car race around from their
prospective. Lap after lap you can sit back and critique your own
skills from these dozens or so views from all 43 cars. It really does
improve your skill
level.
Also, it allows you to race in the car of better drivers, you can look
and see which gear they are in, how much throttle or brake they are
giving the car at different parts of the track, etc..
Joining leagues
Being a good racer helps you to
get into leagues, but NOT mandatory. What is expected though is a
serious desire to race well. Leagues are a great way to improve your
driving skills
- It allows you to race against
consistently good drivers
- you'll get to race on more
tracks - many people stick to a handful of tracks and rarely drive the
4 types of Nascar Tracks - road course, short track, speedway and super
speedway.
- You'll get to share car setups,
swap paint jobs, make partnerships and drafting buddies.
- You'll have a fixed schedule of
racing, so you can plan your racing days and nights and have many
practice sessions to tweak your car and driving skills.
Much more coming to this site - within a few days, I'll have links to
all the best Nascar Simulator sites. You'll have Downloadable Car
Setups, complete garage instructions, painting info and more about
leagues.
I’ll
turn this page into a MEGA SITE by offering you links to the best
online racing sites on the Internet. All of them have detailed
information on League, Setups, Paint jobs, Etiquette of racing, racing
rules, hints and
putting it all together.
There isn't no better feeling in Online racing than knowing your car is
tweaked to the max. and your own skills are capable of getting you from
anywhere in the pack up toward the front and maybe across the finish
line
in first place. I've downloaded many races from different league sites
and
I will say that I was blown away at the talents of many of these
drivers.
One race sticks out more than all others. It was a 150 lap race at the
short track Bristol. On this steeply banked track which is only a half
mile in length, you can always expect bumper-to-bumper smashem’ up
racing. The pros consider Bristol Night Race to be the best in Nascar
and the $400 a seat
tickets that need to be booked sometimes years in advanced will enforce
the
popularity of this great competition.
Well, I downloaded and watched as 43 On-line drivers, all belonging to
the same league roll in formation behind the pace car. For the next 42
laps I saw the lead car only make mild gain on the next 12 cars in the
pack and not a single accident to bring out a yellow flag. Eventually,
I witnessed 3 yellows, far less than you'll ever see at Bristol in real
racing. This tight
small track racing is a specialty that is something so witness. Having
43
cars on a super speedway like Talladega or Daytona pales in comparison
to
the fast paced, bumper-to-bumper racing at Bristol. I ran the race in
4X
speed and was surprised to realize that the only yellow flags were from
cars
spinning out unassisted by other drivers racing to tight.
I mentioned the Super Speedways. These massive 2.5mile tracks are the
home of the fastest racing in Nascar. Talladega, known as the fastest
speedway on Earth often has cars three wide, lap after lap at speeds
nearing 200 mph even with RESTRICTOR PLANTS used to keep the speeds
down about 10% to 15% of their full out throttle. These courses also
differ because they take DRAFTING into effect, unlike the Short Track,
where fast acceleration, good balance and setups and masterful braking
are needed.
Drafting is a topic that fascinates me to no end. I've had slow cars
that just do terrible alone on the track, but almost magically climb
toward a car ahead as my car grabs the hole in the air cut by the
leading car. If given
a choice of having a car equally as fast as any other car on the track
OR
having a slower car that drafts well, I will take the drafting car
every time.
Lets talk about Drafting, I think it would make a great science project
in school – and it can be related to creatures in nature, military
vehicles and other topics. But drafting at high speeds in a Nascar is a
beautiful thing to watch, especially if you have a good understanding
of the draft.
DRAFTING – Another sport in the sport.
You've all seen trains for cars on the racetrack,
bumper-to-bumper, mile after mile, lap after lap and you've also
probably noticed that this train of cars passes single race cars as if
they were practically standing still. This is just one benefit of the
draft. Drafting is a simple principle that offers great racing
advantages to cars that team up for longer races. Here are a few
advantages of drafting:
• Drafting cars increase their speed by sometime 10
and even 15 miles an hour over cars driving single on the track.
• Drafting cars get better mileage per gallon fuel
economy; so fewer pits stops are required.
• Drafting cars are tightly fitted bumper to bumper
and this makes it nearly impossible for slower cars to merge into the
drafting pack.
• Also slower cars who are passed by the draft can
not gain enough speed quickly enough as the cars pass to merge into the
rear of the draft line – these passed cars will gain some speed, but as
the drafters gain more distance, the passed car will slow down to its
previous speed again.
How drafting works
Drafting is a concept found in nature. Flocks of geese use drafting to
travel long distances in their familiar VEER pattern that they fly.
Geese change lead birds often, because that lead bird is doing much
more work than those following it in the draft. The VEER SHAPE is
unique
to the bird's own aerodynamic pattern, just as a single tight line of
cars is unique to racing cars in a draft mode.
Drafting doesn't really kick in until very fast speeds are achieved by
the race cars. Speedways and super speedways are the primary place
drivers depend on drafting. Drafting is a phenomenon that occurs as the
wind passes over the speeding car. It is pushed up and over the front
of the lead car and pushes down on the rear spoiler to help hold the
car down – mainly because additional air flows under the car, which
could create unwanted lift.
As a second car pulls behind the air pushes down less on the front
car's spoiler and even bypasses the hood of the second car – instead it
rises over the roof of the second (and subsequent cars) and even beyond
the train of cars where it cuts a hole in the air, forming a low
pressure zone which allows other cars to move up faster than if there
were no draft. This train of
air treats the vehicles as ONE HUGE LONG VEHICLE, equalizing the down
force
across all the cars, and causing the mass of the train of cars to push
through
the air faster, gaining speed over individual cars.
I mentioned drafting is an art form, something that Dale Earnhardt Sr.
was thought to be the best at. Finding a group of cars up ahead that
are in draft and brainstorming your way to catch-up and become part of
that train
can be the difference of being in the lead pack or lapped several times
throughout a long race.
CATCHING UP WITH DRAFTERS
When I race I look for opportunities to move up quickly and even if I
have a slower car, there are times when the lead cars form patterns
that
are favorable to moving my car up into the draft. Here are a few
situation
that you can look for and take advantage of – lets assume you are about
6 to 10 seconds back, which in racing terms is a miserably long
distance
on a Super Speedway.
• Look ahead for cars forming two distance lines, an
upper and lower line ( they are racing side by side and several cars
deep ) this is a perfect time to make up a second or two. Cars two or
three wide form a solid line of air – much like building a vertical
wall across the full length of the track. Even if they are many cars
deep, their over all speed slows down – BUT they have still created a
low pressure zone for you to move up through. Take advantage of this by
driving in the CENTER of the track between the lower and upper wide
lanes of cars and you will feel your car pulling in closer in no time.
• Look for a car in the draft that is struggling to
keep up with the pack. Get behind him and follow his line perfectly as
you
race toward him. What happens here is the draft in front of him gets
diminished as a second draft - one from his car makes its way back
toward your car. As the air passes over his car, it also gets trapped
in the lower front of his car and form as pushing effect in the
direction of the lead car to his front. You receive the drafting from
this car in front of you, but he looses more and more of the draft he
has with the cars in front of him. When this medium zone is met, you
will speed up faster to meet with his ca, air from the front of your
car pushed his forward and the two of you move faster to regain the
position in the draft he came from.
• Courtesy and the rules state the SLOWER and LAP
CARS stay high on the track allowing faster cars to go low. As a draft
of cars approach, stay in front as long as you can in the same line
they are driving. Your speed will increase as they approach. IMPORTANT:
let them know that you will be going high for leaders with 1 seconds
spread between you and them.
At that point, climb quickly out of their way, carefully count the cars
as
they pass and as soon as it is safe – GET behind the last car in the
draft.
If the drafting bunch is moving greatly faster than you, then you may
not
catch the draft and your car will slowly lose seconds as the hurl on
by.
Ideally, you can gain enough speed as they first approached to give you
a
good start at catching up as the wiz past. With some luck, there will
be
another car that is being dragged by the draft and you will be able to
squeeze
in front or just behind him and the two of you can catch the drafters.
You are in the Draft – NOW… How do I stay there?
One of the most intense adventures of racing is side-by-side,
bumper-to-bumper racing. Getting up at the lead of a draft is a
wonderful place to be, but this is where everyone else wants to be too.
That means your work has just begun. Here are a few things to watch out
for and a few tricks to keep you out front all the way to the finish
line.
• After gaining the lead or at least being in that
front pack of cars all doing 190 mph lap after lap only feet apart,
you'll need to know a few things about your car and the track to make
it to the end as a winner. The car setup changes as you draft and
according to where you are in this draft, your car can improve or
drastically suffer and even blow an engine.
• Lets take Talladega for example, but Daytona also
applies, at least in this one scenario. You are in the lead, your tires
are good, you are holding the track and you have made it to the bottom
groove.
You have at least one, maybe two cars high lap after lap and about 10
cars
behind you. You have a few advantages in this scenario 1) you have the
shortest distance to travel around the track 2) you are in the lead so
you get the most air to the engine through the grill 3) in this
formation it is nearly impossible to move up – holding a line behind
leaders in a tight pack is tough
enough. The only real problem you could have is if your tires start to
wear
and you find it difficult to hold the bottom of the track without
climbing
up the track and hitting the car above you.
• Same situation, but there are only you and a car
above you racing around the track. The car high can not pass you if you
and his car are nearly the same speed. He has a much greater distance
to travel around the track and he would need a second car in draft with
him to build enough speed to pass you and get in front of you low on
the track. This happens
often, especially with good racers. I do my best to get someone to stay
low
with me and that will lock in our position going in to the end race.
• Avoid going multi-car wide when possible, you only
increase the competition to the front where you are – remember, cars
across the track form a wall of all and this wall opens the door for
slower cars to catch up with the draft cars.
• Don't always hold the front line. Sometimes it's
better to get a car or two back, especially if you have a poor drafter
behind you that wouldn't think twice of spinning you out in the forth
turn on the last lap. I'm a great drafter, but I feel like chum in a
shark infested pond when I have a stranger right up my bumper lap after
lap. I tend to stay near
the from, keep an eye on my gages to make sure my water and oil temps
are
acceptable and most importantly surround myself with a bunch of drivers
I
feel safe with.
• Always use drafting to your advantage. As you race
down the track, get behind any car ( even those 5 or 6 seconds ahead )
and drive his line. The vortex theory of racing states that air masses
flow counterclockwise around a race track and are most stable directly
behind a race car. If you constantly target a car in your front window
to move up on, then you are
much more likely to make your way up the pack and finally into a good
drafting chain. I like to always warn the driver I'm tagging along with
that I’ll
be passing low with about 1 second spread. This way he knows your goal
isn't to ram him, just to take advantage of his draft.
• After passing a car in the last bulleted example,
ask that driver to draft you if you are not excessively faster than
him.
Two cars are always faster than one and if you pass him up and leave
him
far behind in the mirror, you will see your speed once again drop until
you
have reached your maximum engine speed.
Aero-Loose
Is worth mentioning briefly. It is when a car in the rear of an other
car disrupts the down force normally exerted on the rear of the first
car, causing that car to have more air pressure on its front down force
than its rear
down force - causing the car to act lighter, become loose in the rear
and
more easily spin outwards up the track.
This happens as the air from the front of rear car forces its way under
the front car's rear instead of continuing over the roof of the rear
car as
it normally does in draft. Aero-loose is mostly found in two car
scenarios, more than two cars form the chain of airflow - much like
imagining the line of cars as one super long limousine. Aero-loose does
happen in Online racing and often causes arguments between racers. The
lead car will swear that
he was tapped in the turn by the drafting car, even though the drafter
knows this not to be the case.
What you See Ain't Always What You Get
This is a good time to give you a warning about race playback. It's a
wonderful feature to be able to replay an entire race, view it from any
car and from any camera view, but there is a caveat to be cautious of.
Your computer
take the information at great-neck speed, processes all your intricate
moves,
the moves of all the other cars and forms a digital movie of the event
-
a movie which you can move with the same controls of any DVD player.
You
can do a frame at a time, speed up the race, pause it, switch views,
etc..
Here though is the warning: sometimes in accidents, the data can get
interpreted improperly by the computer and create a scenario that is
different from
which actually occurred. I'll explain in a second, but millions of bits
of
data is being processed and sometimes minute' interpretations are
improperly
processed and you what you see is NOT actually what happened.
I was racing at Talladega one night. I was about 120 laps into a 140
lap race, drafting closely and moving toward the front of a very good
pack of racers. I had cars as close to my rear as I was to the car
before me, but I felt comfortable in these drivers and I just moved
fast and furious as
we neared the end of this exceptionally long race.
All of a sudden, I'm hit from the rear on a turn, spun around and
smashed the wall hard. Another 20 cars flew by me and I was pretty
much done for the day. I was furious, this driver had been in my mirror
for nearly an
hour and out of nowhere he bumps me and takes me out. To say the least,
I typed some NOT very pleasant things to the other driver. Looking back
I was pretty cruel toward him, but I felt justified in my word.
I exited the race and watched the replay - mind you after you leave the
race, you can still communicate with the other racers and even watch
the race
LIVE from any of the camera views. I rewound the race to the point of
the
accident and watched it from several angles including; chase car,
helicopter, his in-car cam and several other views. Every view showed
him bump me hard out of nowhere, spinning me out and up the track into
the wall. To me I had all the proof in the world and I was still
furious. I said a few more colorful words to the racer who swore that
he never touched me, saying it was probably Aero-Loose. But in all my
replays I heard the crunch as he smacked me.
Another racer ( who I believed had no friendship with the incident
driver ) left the race and he too watched the race. After about a
minute, he told me two words that blew me away: "No Contact!" I
yelled like a madman, asked he what he had been smoking and told him to
look again. At this point, others were finishing the race and they also
viewed the incident. Again, this time from several people - No
Contact!.
I just didn't get it. Here it was in every view, without doubt he
smacked me hard enough to put me in the wall and everyone else saw the
incident
the same - except for me. One fellow asked if I had cable modem, I said
I
did and he asked me to hold on. A few minutes later he emailed a short
clip
from the race showing the incident from about 10 seconds prior and
just
as long AFTER the incident.
There was no doubt that what I was watching was indeed from THAT race.
All the cars were right there in the correct order and as I watched the
emailed rerun I sat with my mouth open as the car to my rear NEVER came
in contact with my car. Indeed it was Aero-loose, air had been pushed
under
my car's rear from his front bumper and in reduced my traction to the
track
as I entered the turn. My car lost its grip and off I went into the
wall.
At this time it was too late to apologize to the other driver, but I
had learned a valuable lesson concerning play back - that is, it can be
wrong. Not often, matter of fact rarely - but it is only a computer
collecting
on-the-fly data and creating images from it. A little glitch and
somethings
can be captured or interpreted incorrectly.
My only point is that you need to take racing from a cool head
prospective. None of us are expert drivers and mistakes do happen. To
reduct the number of incidences you encounter, I suggest race in rated
races and win or finish as many of them as you can, slowly building up
your own rating - so that
you can enter races that have minimum rating drivers allowed. Honestly,
there is NOTHING like being in a race with drivers with 6 or 7 ratings.
These
guys are all serious about racing and the number of purpose wreckers
are
few.
Simple Pit Strategy to get you home a winner
Online Racing offers a ton of variables, but my favorites are SHORT
races ( 40 or so laps ) where you are forced to have at least ONE pit
stop. This turns just racing into a mathematical puzzle and some good
old fashion thinking. Longer races are fine if you can stomach doing
300 or 400 hundred laps with 6 or so pit stops, just to have some idiot
smash you into the wall with only 3 laps left. This is another reason
that I'm very much for League Racing – accidents still happen, but at
least in league they tend to be accidents and not a last second power
struggle from a half-wit wanting to win at all costs.
You may get a warning from your spotter as you near the refueling time
“Keep an eye on that fuel gauger buddy, if it starts to drop you need
to
come
in for fuel!” or you might here “you have a tire that's about to go!”
and
even “There's something wrong with that engine – you're smoking out
there!”
Take heed of all these warnings.
The Fuel gauger is NOT a gallon per tank gauge like our cars at home.
It
is a pressurized tank and the gauge normally shows about 9 to 11 psi of
fuel pressure. Once your spotter has warned you, you have about 2 maybe
3 laps to get into the pit without running out. In some rare cases, the
spotter will shout over the radio “Looks like we can make it on what
fuel
you got buddy, bring it on home!” If this happens, go for it. I have
heard
people say that they still ran out, but in the dozen or so times I
continued
on, I always finished with fuel.
There are several rules required around the pits and all must be
followed or stiff penalties will be issued against you by the GAME
itself. Here are a few: speeding on pit lane gets you a 15 second
penalty, exiting the pit unsafely or merging before the proper merge
area will get you back in the pits for a stop and go. Passing the pace
car can get you to the back of the longest line and so on. So being
aware of pit strategy is the first and
most powerful way to keep you in the race. Just think how long it takes
you
to make up 15 seconds in a race – I’ll tell you now that I have raced
before and only gained 1/10th of a second on the car ahead of me after
40 laps
of hard racing. 15 seconds or a stop and go can be disastrous – as can
be
poor pit stops.
Here are some sensible ideas when having to
go into the pit during a green flag racing situation:
• Assess what you are going to need done to your car
BEFORE you decide to pit. Know if you can get away with just a splash
of fuel, or no tires, or two tire or all four tires. Also, any air
pressure adjustments or grill tape, etc. There are several things that
you can radio in ahead of time and when you pull into your stall, the
items you asked for will be taken care of only! Otherwise, you will get
all four tires by default and usually ( not always ) a full can of gas
to top you off ). This pit stop could be for just a splash of fuel and
take only 4 seconds or a full tire change, fuel, grill tape, etc. and
set you back 15 seconds. You can save more
time in the pits then anywhere else in a race – RACES are OFTEN WON IN
THE
PITS – keep that in mind and be ready to get in and out in the least
amount
of time possible.
• Know where your pit entrance and your pit stall is.
This seems silly, but many people forget where they finished in
qualifying and don't have the slightest idea where they need to pull
their car up to. This becomes very confusing under yellow when everyone
is in the pits at
the same time. So know where your pit is, stay high in the pit road to
the
right until you near your space and make sure you center the car in the
slot.
You will loose precious time if your spotter says “you are too far to
the
left” or “Backup, you're too far forward”. Stop the car right the first
time,
every time.
• Alert the other racers “Pitting this Lap” and pull
off of the track, apply heavy but uniform brakes so that you are just
below the track pit speed ( 55 mph in most tracks ). There is a line at
the beginning and at the end of the Pit Road, you are timed and if you
exceed the pit speed you will be held for a penalty. Mind you, your
spotter will give you warnings if you exceed these speed limits, but
give yourself about 2 mph under the limit to be safe.
• If you find your car sliding up the track in turns,
you need tires. Always take at least two right tires in an oval
track – road courses are always four tires changed. When you enter the
track with fresh tires, your car will be faster, better grip around
turns will keep you in a sharper line and your lap speed will greatly
improve. Four tires will give you better speed than 2 tires, but also
double your pit stay. But if your tires feel fine to you and your car
is keeping up with the pack, then
by all means go with no tires, just fuel. Of course, this could bite
you
if the other racers grab two or four tires. Even though they lost 12
seconds
to you in the pits, they will also make up about a second per lap. If
there
are lots of laps left in the race, they could very well pass you again.
It's
an interesting trade off and again, many races have been lost in the
pits.
• After having the tires or fuel or whatever you
choose to have done, your spotter tells you to “go, go, go!!!” and you
make your way back out onto the track. CAUTION: do not exceed the
posted speed limit until you pass the white line at the end of pit
road. Your spotter will tell you when it is safe. Lastly, wait until
you get the “Merge when you can”
warning from the spotter – pulling out on to the track before that will
get
you a return to the pits for a Stop and Go penalty.
Playing the pit game is where you can win. Having an aerodynamic car,
drafting long distances and proper tire inflation can keep you out on
the
track longer than others – and when everyone else are all scrambling to
pit, you can make your way to the lead- if for only a few laps and gain
some precious points in the standings.
More Racing Strategy to Ponder
Nascar 2002 Winston Cup Series is designed to add all the realism of
actual racing. So much so that drivers like Dale Jr., Jimmy Johnson,
Tony Stewart and many others spend hours driving their simulators
before and after a race. Dale Earnhardt Jr. says this is the only way
he can mentally prepare himself for Watkins Glen, a winding and hilly
road course in Upstate New York at
the bottom of the Finger Lakes – see my Watkins Glen Page in my travel
section at www.beemaster.com for some more insight in this beautiful
area in the
North Eastern United States.
Earnhardt literally drives his car in his personal trailer while still
parked at the speedway and even connects through his satellite dish to
the other racers who wish to go another go for some more practice or a
race. These professional racers know the power of this simulator and
they take advantage
of it every chance that they cannot sit behind the wheel of the real
car.
This gives us Online racers a warm and fuzzy feeling knowing that the
Pros
are every bit as fascinated by the simulators realism as we are.
So let's talk about the preparation before a race and even the
expectations you can have when first learning to race your own 700
horsepower, 4000 pound pro stock. I've mentioned previously the
equipment and connections you'll need to really get the most enjoyment
out of racing Online, but this goes the same for racing against the
computer opponents too. I strongly suggest that you spend time racing
against the computer until you feel comfortable with all aspects of
driving. Here are the basic skills you should have confidence in BEFORE
you pull onto a race track with 42 other humans from around the globe.
• Get a basic understanding of the rules and
regulations of Nascar – the most interesting feature of Nascar 2002 is
that you have a few DOZEN lengthy movies built into the CD and hosted
by your spotter Darrell Waltrip. These videos cover such topics as what
the flags mean, entering and exiting the pits, fuel usage and tire
management, pacing and running under
yellow flags and other technical rules that are necessary in order to
race
by the book.
• Then Darrell host a complete detailed driving
school covering EVERY SINGLE RACETRACK in the Nascar 2002 Season
Simulator. He gives you a brief history of the track, it lists track
records, you get to then sit in the cockpit while Darrell drives around
the tracks showing you exact places to let off the gas, brake or go
full throttle. You'll get all the
details to help you navigate the track as the pros do. After a slow
step
by step drive through, you then sit back and watch as Darrell does a
lap
at real-time pace. Watch these films as often as you need, especially
the
road courses which have many turns and the short tracks where braking
is
critical.
• After you have viewed the videos, decide on a track
you wish to practice at. Launch the track of your choice, choose how
many computer opponents you wish to race against, set up their skill
level (
this is based on your own speed on the track – example you set it for
90%
skill, the computer analyzes your abilities and creates the speed at
which
the drivers race. I suggest that you set up the skill level to at least
85% or the drivers tend to get in your way, more than race you.
• By now you should have chosen a setup or configured
on, or even imported one to race with. You actually have up to three
unique setups for each race that can be selected from nearly limitless
lists of
setups. These are CURRENT, QUALIFYING and RACE. Nascar gives you a few
setups,
but you can literally change almost every configuration as mentioned
earlier, tweaking your car until you feel its perfect for that
particular track. Again, garage work is practically its own sport, many
people spend 90% of their
time there just trying to create the perfect car!
• Also, I suggest you only choose about a dozen
computer opponents at first. Getting 43 cars out on the track can be
more work than fun at first. You can choose WHICH drivers you want out
there – I'm a big Matt Kennseth Fan, he's a rookie, but a really great
racer and drives the Dewalt 17 Car. I always race against him,
Earnhardt Jr., Jeff Gorden, Terry Labonte, Mark Martin and a few
others. The paint jobs are sooo perfect that you can recognize these
cars seconds away during racing.
• So you've chosen a setup, picked the number of
opponents, set their skill level, configured your controller, and all
the other little things required like percentage of race, damage level,
arcade or simulator, weather conditions. There are a few important
settings that I really want to cover before we get out on the track:
o Steering Assistance is probably the MOST IMPORTANT
box you can check in the OPTIONS mode. In Online racing I see people
all over the track, struggling to just keep their car on the track, but
bumping into other racers and into the walls. These are folks who have
forced feedback wheels and want to feel EVERY LITTLE bump imaginable,
so they leave this option turned off, so they can adjust wheel
sensitivity levels. The truth is, you could spend a life time and NEVER
get the controls to give you both the feedback you want and the control
you need. Now I also use a Forced Feedback Wheel, I leave Steering
Assistance on and I have plenty of feeling in my wheel.
I can tell when I hit a wall or another car, if I am tight or loose in
and
out of turns and even if I have a flat tire or strong winds – and STILL
have
complete almost microscopic control over my steering. Why Papyrus ( the
makers
of Nascar 2002 ) made setting up the FFB Wheel options so difficult is
beyond
me, but I beg you to turn Steering Assistance ON and leave it on.
o The other controls are realism settings, both
graphical and audio. If you have a processor and video card that is
maxed out ( like mine ) you can turn all this stuff on and sit back to
stunning, nearly photo realistic graphics at about 50 frames per
second. You can start will everything turned on, then as you race see
if the frame rate looks choppy and start unclicking things like Grass
Detail, skid marks, sky rendering – things that aren't as important as
paint jobs, stand details, smoke, asphalt surfacing and what ever else
makes the simulator look so awesome. Please note: purposely crash you
car into a ton of other cars and watch the frame rate. If you can see
smooth accidents, then chances are your settings will be fine for the
races.
o Sound too is important, you can configure what you
hear – about a dozed different sounds and how loud you hear them. Your
spotter is the most important sound you will want to keep loud, keep
him at 100%. Other car noise too is great help while racing. Your
ENGINE noise is NOT as critical, you can keep this low, but keep OTHER
TRACK NOISES turned up, this is really handy in turns when you need
audible feedback in your hugging the track or slipping or sliding.
Lastly, choose the 3D sound option, it's much clearer and please make
sure your speakers are setup on the correct sides.
Nothing worse than hearing a car coming up on your left side, turning
right
to avoid it and smack into it cause your speakers were backwards lol.
o Finally you choose Quick Race ( just practice,
qualifying and race ) or Standard where you include a WARM-UP session
after Qualifying. The only other setup it the length of the race – this
is also done by percentage. In Online racing it is typical to have 10%
to 20% actual race length, this usually means anywhere from 16 to 60
laps according to the track. Remember, better leagues opt to have one
pit stop mandatory, so you might choose to make a race long enough to
also practice a pit during a race condition.
Gentlemen… Start Your Engines
Finally J Like you never thought I’d get you in the car. Well, I did
say there is quite a bit to do before you start driving, especially
against real people. But for now I hope you are staying with the
computer opponents you picked earlier and you have your setup tweaked
and you should be in your
pit stall with your engine running. You can switch from the views
mentioned earlier by clicking the page up and page down button. I like
the view looking over the car hood, but you can use the cockpit view,
bumper cam or chase car
in all your races.
I’ll stick here with a medium sized track, only because it offers a
bunch of everything. Let's chose Texas Speedway. One of my favorite at
a mile and a half, it had a small tri-oval, beautiful grandstands and
both an easy and a hard turn, requiring braking in to one turn and
reduced but controlled throttle into the other.
Also, hit the G KEY and the S Keys – this will bring up your DASHBOARD
and SPEEDOMETER along with the GEAR DISPLAY. These are actual working
gauge that give you a tremendous amount of feedback, such as speed,
active great, RPMs, oil pressure, Oil Temperature, Water Temperature.
The F1 through F10 keys also give you a great deal of feedback and
options, we'll cover those later.
You have either set you car up for manual or for automatic shifting.
Real serious sim racers use manual shifting always. I have this as two
buttons on my wheel. The typical driving wheel has several click type
buttons for various feature that you can program. I use the upper two (
of three ) buttons to shift with. The top button shifts up and the
bottom shifts down. The lowest button in this vertical stack of three
buttons is for REVERSE. Note: you
can also achieve reverse by downshifting to neutral and downshifting
one
extra click. It's then two up clicks to get back into first gear.
As you sit on pit road, you might see the other cars as they pop into
the race, either ahead of you in their spots or behind you through your
mirror. Look around, see that the coast is clear, turn your wheel to
the
right, shift into first or just give the pedal a little gas and pull
out
to the far right lane and make your way down pit road. Your spotter
will
tell you which gear and at what RPM to keep the engine in to keep the
car
under the tracks speed limit. If you use automatic shifting, too much
throttle
and you will likely spinout in the pits. With manual shifting, you can
avoid this until you get a feel for the gas peddle by shifting into
second gear THEN applying the gas, and shifting of course as you feel
it necessary. Typically though, either in manual or auto, you will be
shifting around 6000 rpm or when the handy RPM Light comes on.
At the end of Pit Road, your spotter will say you are Clear of Pit road
– you continue down the shoulder until he says “Ok, Merge when you can”
at which time, look in your mirrors ( or hit the F2 Key and the SPACE
BAR
) to get a handy window which tells you what cars are on the track and
in
seconds how far ahead or behind you they are. F2 toggles to give you
the
lap speeds of you and the other cars. Remember, if cars have made a lap
already, they are coming up at about 170 mph as you attempt to merge,
ride
the shoulder as long as it takes to get up speed and a clear area to
pull
onto the track. You are now ready to practice with the rest of the
opponents.
I sure hope you put STEERING ASSISTANCE on in OPTIONS as I strongly
suggest – at this point you'll know if you did or not, because without
it, you'll find yourself all over the track like you've been drinking
moonshine all day. It's now time to get a feeling for your car and how
it handles. First though hit the R KEY on your keyboard, this puts a
handy PREFERRED line on the track and is a good way to get the feel for
where your car should be on
the track at all times. It comes with green, yellow and red stripes
indicating full throttle, slowdown or brake heavily respectfully.
Try following the green preferred line around the track, going low in
the turns but NOT going down on the aprons where you lose a lot of
speed
and chance losing control of the car. Also listen as you go into the
turns
– you can hear a quiet entry, a windy sounding entry or a squealing as
you round the turns. The quiet is ideal – your tires a grabbing and
your car is
cutting through the air very aerodynamically. The windy sound is your
car
grabbing the track but it isn't facing into the turn as perfectly as it
could,
so the wind is moving over the car improperly, slowing you down. The
squealing
is of course you losing traction into the turn and sliding up the
track.
This is the worse case scenario because you are both fighting the wind
and
not making contact with the road. Excess energy is spent in a lateral
movement
trying to keep the car from totally leaving the track and you lose a
great
deal of speed, reduce your tire life and burn excess fuel trying to
regain
your speed.
Out on the track and in Traffic
You should just pay attention to your own driving, staying clear of the
other cars – the artificial intelligence in Nascar 2002 is really good,
these guys can avoid most accidents that you cause – such as bumping
them
into turns ( the worse thing to do in Online Racing ) so you can pretty
much
do your own thing. Get the car up into forth and keep your car near the
ideal
racing line. As it goes into turns you will usually see the line fade
toward
yellow, this usually does NOT mean brake, and rather it is telling you
to
back off the throttle some. This is a smooth controlled action you will
need
to practice because one of two things happen if you improperly use your
throttle
control techniques:
• If you do not remove you foot enough from the
throttle, you will slide up the track and into the wall or at the very
least, get out of the darker gray track surface. The dark gray shows
you the stickiest part of the racing surface, where most of the cars
have laid rubber down. This is where you want to keep your car into a
turn, climbing above that is a
sure way to scrape the wall and cause damage to your car.
• If you take your foot too far off of the throttle,
you can spin the back end of the car around and dive your front in
towards the track. This is always a sure thing on highly banked smaller
tracks, where speed difference occurs more frequently. To avoid this,
you need to slowly back your foot off the throttle, just enough ( maybe
20% or so ) until your car remains along the turn in the darker gray
area and then return to full throttle as the preferred line color
returns to green. Getting use to the throttle is tricky. But your brake
is NOT USED as often as you would think in auto racing, rather
controlled throttle or downshifting is preferred.
• In a turn you can also downshift and the car will
hug the turn better at a higher throttle rate. In a higher gear into a
turn it is easier to climb up the track into the light gray track and
into the wall. If you feel the car climbing up into the light gray,
downshift ( if the RPMs aren't too high ) and continue to hold the
throttle as it drifts back into the darker gray.
Learning to build up speed
and maneuver around other cars
As you work
your way around the track, use your ears as well as your eyes. I
mentioned keeping the track noises turned up and your engine turned
lower. You will get a
great amount of feedback from the speakers as you enter and exit turns,
shift from gear to gear and race close to other cars. Use this audible
feedback
to keep your car racing that fine line between grabbing the track and
slipping.
I mentioned that your sound gives you three main clues to what your car
is doing in turns. If you use this info to adjust your throttle and
wheel
position, you can greatly increase your speed around the track.
Here we are still at Texas Speedway, entering that blasted turn one.
You go high out of the tri-ovals, past the start/finish line and either
brake or take your foot off the throttle as you enter the turn. You
want
to keep your car in the darker gray area, but you hear your tires
squealing and
you start climbing up the track. You diddle with the amount of gas you
give
the car and the speed and angle you enter the turn, but lap after lap
you
climb up and out of the dark gray and scrape the wall. What could be
causing
this? Lets think of the possibilities.
- you are still entering
the turn too fast. You can brake sooner or pull your foot off
of the throttle a bit sooner. Listen to that squeal and see if it
reduces with
less gas into the turn. At Texas, you wont be holding the track in the
simulator mode much beyond 165 mph even with a premo setup, so watch
your speed.
- You are cutting your
wheel to sharp. You need to get lower into the turn sooner
and straighten your wheel out toward the right a bit more - remember
listen for the WIND NOISE as the air passes over your
car. If you hear wind, chances
are your car is NOT cutting into the air properly and improper weight
is
being distributed around the car, causing either the front or rear to
be
loose. Again, use your ears as well as all the gages you have in your
car.
- Your Car Setup isn't
correct. I'm not the king of setups, so you'll need to get
the setup guide at www.sascar.com
and do some reading on how EVERY SINGLE FEATURE of the car can be
tweaked. Look for the setup in html - a link on the left column of the
screen at the time of this printing.
You can also download the Acrobat Version, as well as the html version.
I recommend you get this and keep it on your hard drive. It is the best
single reference you will ever find concerning Nascar 2002 setups.
More to come about Nascar Simulation Racing!!!
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