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Review


NASCAR SimRacing - Part 2
SimHQ presents a week-long series on one of the most important simulations ever produced for the Motorsports genre. In Part 2 of SimHQ's NASCAR SimRacing Review we will look at car handling, damage modeling and controllers.

by Chunx and Jens "McGonigle" Lindblad

New tires

Introduction

Like a good NASCAR race, things are heating up as we progress in our review of EA Sport's NASCAR SimRacing. Yesterday we focused on the "eye candy", the game's view system, and sound quality. In today's installment we'll be kicking the excitement up a notch as we look at NSR's Physics and AI features.

Handling

NASCAR SimRacing by EA SportsPhysics

Without a good, realistic physics model, all you have is a cheesy arcade racer instead of a rewarding racing simulation. Of course, you have to keep in mind that no simulation's physics model is "perfect." Ask any military pilot or professional driver, and they'll tell you that their multi million dollar simulators don't "feel" like the real thing. A simulation is only a model of reality, and models can only emulate a handful of life's infinite variables. So, when it comes to physics modeling in a simulation, you have to recognize your limitations and "pick your poison" as to which variables you are going to simulate and which you'll leave out.

With NSR, you have a very different approach to car handling than you did with the "NASCAR Racing" series of simulations. In some respects the physics convey a more realistic "feel", and in some respects they don't.

Tires are the way our cars stay in contact with the road surface. Our chassis set up is simply designed to keep the tires as "stuck" to the pavement as possible. So, as goes the tire modeling, so goes the physics modeling. In NSR, Chunx noticed no significant difference in the traction level of the tires as they heated up in the early laps of a test session or race. It might be there, but it's so subtle you can't tell, and that means you don't have to drive the car with a more delicate hand for the first few laps before the tires heat up, which diminishes the challenge. However, your lap times do come down as you heat up the tires to normal operating temps (around 200° F), which happens after about 3 or 4 laps. You can also tell as the tires wear down that the car gets a little more push in handling, but it doesn't seem to demand a more ginger application of throttle or brake, so less driver technique is involved in going fast over a long run.

PhysicsThat might or might not be realistic for a NASCAR stock car, but it certainly means that individual driver skill will be a much more subtle thing to behold in online races than with other NASCAR titles, and there will be less punishment for the driver that over-drives his car in the turns since the tire wear won't impact the car's performance as much. But it will result in a much shorter learning curve for new drivers, which will probably serve to tighten up the racing and keep more virtual drivers in the game rather than giving up altogether.

Because both Chunx and Jens noted that the tire wear seemed to be less than expected, Jens initiated a more in-depth test of the tire wear model at Martinsvillle. The mission: To drive the tires to destruction. Upping the tire wear factor to 6X, Jens managed to put in what equates to 312 laps on one set of tires. Interestingly he found that the only tire that degraded notably during the test was the Left Front, which finally blew on the very last lap. The other tires were worn by about one third.

A bit more than halfway through the run Jens found the degradation of the left front tire only caused him to start pushing his braking points further out, slowing his lap times by only 1.3 sec. Since actual NASCAR tires will last less than half the number of laps we tested to (and degrade lap times by more than 1 sec at the end of their life), our test indicates that the tire wear model in NSR is somewhat optimistic when it comes to replicating actual racing tire wear. For three of the tires to easily survive what equates to 312 laps, while the degrading performance of the left front tire could only be felt from lap 210 onwards, indicates EA will need to do some updating to this code in future patches.

One Aspect of NSR's physics model that we enjoyed was the way upsetting a car's balance is modeled. Touch the raised berm, put a tire off the banking at the inside of a turn or get an off-center tap from a competitor and you'll get extreme oversteer, but the onset rate for the oversteer (yaw) is such that it can be corrected and recovered from before your car spins out — if you catch it quickly enough. To Chunx, this aspect of the physics model felt more correct than in other sims, even though it is more forgiving. It also looks more like the kind of car reactions that you seen on TV. But make no mistake — if you find yourself having to massively overcorrect to counter a spin and saving the car, you won't be setting any lap records on that trip around the track.

Chunx also liked the overall brake and throttle response in NSR. You have a good deal of usable travel in the brake pedal and throttle before you break the tires loose, either in skid or spin, respectively. This feature allows more finesse in how you use brake and throttle modulation in a turn to keep the car's attitude optimized all the way around. The feeling is that what you'll get when you ease on the brakes or throttle will be a smoother and more predictable reaction by the chassis, allowing you to better anticipate the car's reaction to the forces you're putting on it. From a physics standpoint, this all makes sense, since when you're working the diagonal corners of the traction circle, where turning and acceleration/deceleration forces coexist, you cannot be at full throttle and at the lateral traction limit of the tires simultaneously. With NSR, you get good feedback as to how much more throttle or brake the tires will accept while turning. Again, this makes the cars in NSR easier to drive relative to other sims, but that's not necessarily a detractor against the game.

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