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Preview: Champ Car Challenge
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After lunch I decided to have a go
in Sebastian Bourdais' Newman-Haas of 2003. The cars feel
a bit heavier than I am used to from the Champ Car Mod 2003,
and the brakes are not as effective in this incarnation. It's
also as if the cars are a bit more challenging to drive, which
in my opinion is not a bad thing. It tends to keep you on
your toes and makes you concentrate that little bit more.
In any case, I was a good second slower in the iDT mod than
in Champ03, and in the iDT mod I found myself going off the
road more often as well. It's imperative to get total control
over that right foot, and bad driving will be punished.
Exiting the Mid-Ohio pit lane I soon forgot about "taking
it easy", despite the morning spins. In fact I delighted in
applying a little excess power as I joined the track, and
I felt the car stepping sideways a bit. It
was very controllable; just by lifting off the throttle for
a split second I had it reigned back in. And these are the
moments in sim racing that are so precious to me, because
it's all about how close you can got to the limit in a beast
of a race car and still be in control. And you always try
to push the limit, because there is always someone who's faster
than you.
At Mid-Ohio the short pit straight
takes you to a tight right-hand turn which leads on to the
long and fast back straight where you should reach top speed
in top gear, before getting hard on the brakes for the Esses.
Then it's time to negotiate turn 11. Being careful this time,
I went into the crest in 2nd gear making sure not to carry
too much entry speed with me which would have been
the case had I selected 3rd gear. Then there's the Chute and
the Carousel, which seems to turn in on itself forever. Finally
I'm back on the short start/finish straight and it's time
for left-hand kink that needs to be taken as fast as possible,
as the speed carried through here will benefit the overall
lap time. Good luck to you, while you're chasing a sub-one
minute lap.
Mid-Ohio is a very technical track where you can loose a lot
of time if you get the wrong line going into the technical
sequences. Alternatively you can make up a lot of time if
you catch the right lines. For the drivers who like to battle
for positions there are several areas where it should be possible
to attempt passing by taking an alternative line in; say a
late braking maneuver on the inside, before going into the
turn that leads onto the back-straight. There's also the chance
that your exit speed will be compromised to such an extent
that you'll be instantly re-passed in a cross-over maneuver.
It's
a pity to learn that Mid-Ohio is currently not on the 2005
schedule.
My schedule was a busy one these intense testing days, so
I left Mid-Ohio to catch a flight to Laguna
Seca. There; the two Penske cars from ´01 were waiting
for me!
As luck, or ill-fortune would have
it, Laguna Seca is currently not scheduled for the 2005 season
either!
The steering in these cars is precise
and direct. What my testing did confirm was that even
though the physics of the mod I was using for this preview
had not yet been quite finalized, it feels to me as if these
cars can be saved if you come in a bit too fast in the corners.
In the Andretti hairpin I braked too late and was able to
release the pressure on the brakes slightly, thereby regaining
enough grip to steer harder into the turn. As a result, the
rear of the car started to rotate and all four wheels broke
traction at one point before I was back in control! Delicious,
and I hope the finalized version of the physics will not change
too much in this aspect as I find it very realistic, that
as long as you are not using up 100 % of your grip by either
braking, accelerating or steering, you should be able to divide
the total amount of grip available, and then trade between
grip for braking, accelerating or steering.
A quick test on the Twin Ring Motegi
Oval confirmed that the cars seem to be less "glued" to the
road, and they are more lively than seen in the 2003 mod.
I tried both mods with very little downforce front and rear,
to attempt to simulate a low drag - high speed oval setup.
Unfortunately the team did not bring the proper oval aero-package
to the track. There
is less inherent, terminal and unrecoverable understeer going
through the turns (provided you drive sensibly), and if you
yank the wheel too much over while on the throttle exiting
a turn, there is the distinct possibility that you might spin
out, just as it happened to me when I was trying to pass a
slower car out of turn 4.
I suspect once the setup gurus get their hands on this mod
and the setups are optimized for speed and oval racing, the
handling will come even more alive.
Alas! The tests were over all to quickly, and in conclusion
I must be honest with you: I don't think I impressed any team-managers
very much. Some of them wore small smiles on their faces;
smiles of the sort that tells you they're not laughing with
you, but at you, but are trying to be polite about it by hiding
their true feelings. Some were shaking their heads or arguing
with the people from insurance over who was going to pay for
broken wheel-axles, bent wings and crushed bodywork. Some
were just crying.
"Don't ring us, we'll ring you, they said". Must be a sign
that I should practice a bit more on the PC!
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