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Review
NASCAR SimRacing - Part 3
SimHQ presents a week-long
series on one of the most important simulations ever produced
for the Motorsports genre. In Part 3 we look at Telemetry,
Chassis Setup and Multiplayer.
by Chunx
and Jens
"McGonigle" Lindblad

Introduction
We're off and running again! With
our look at the basic physics and damage models for NASCAR
SimRacing fresh in our minds, today we'll investigate
the game's Garage features and see how we can optimize our
car's setup to maximize its performance at the track. Then
we'll take you into online multiplayer racing as our evaluation
continues of this important new title.
Telemetry
The Telemetry
program for NSR is a stand-alone executable that is commanded
to run in the background when selected via the driving session
GUI. When you select Telemetry, you'll often think you've
just caused a computer lockup, but it just takes a long time
to load, then often stays beneath the race screen until you
hit Alt Tab. Jens suspects that loading times are directly
proportionate to the length of the session you are loading.
It is probably best to load the Telemetry program at the start
of a session and then let it stay resident in background in
the hope that it will "catch" all the lap information
which it might not otherwise do.
Once
you've loaded the telemetry software, you have access to a
wealth of detailed technical information. You have the traction-circle,
which tells you how many g's your car is pulling in the turns;
your tire-temperatures and tire wear; the chassis slip-angle;
suspension-movements and lots of other very relevant and informative
information. One
thing I noted was that when you check the tire temperatures
you are given tips for tweaking your setup. If the temperatures
are too high you can reduce camber and / or lower the tire
pressure. You can also compare laps and zoom in on the track
from a helicopter overview in the telemetry software and very
accurately check your racing line.
Annoyingly,
sometimes the telemetry program fails to record all of your
laps (a glitch also common to F1C), leaving you guessing as
to your performance for much of a driving session especially
if your fastest laps were lost in translation. Telemetry also
can't show you laps from other track periods in the same driving
session unless it's already running, so if you run a test
session of laps, then go to the garage and tweak the setup,
then go back on the track, don't forget to load Telemetry
and save your earlier lap times if you want to do any comparison
between sessions. Otherwise
all previous laps will be lost unless you specifically saved
them. A simple running list of lap times would be handy, but
it's not provided in NSR.
When
you do save a lap time, your data is stored as a 125 KB ".lap"
file in a folder named "NASCAR SimRacing-Telemetry",
located in your "My Documents" folder. It seems
strange that EA didn't decide to keep the lap times in the
main NSR directory, yet there it is in My Documents. One nice
aspect of saved telemetry laps is that you can electronically
share them amongst your racing buds so you can directly compare
driving lines and techniques, which can assist in increasing
your learning curve for fast driving.
We noted
that if you do not specifically select and save one or more
laps while viewing the telemetry read-out immediately after
the drive they are lost. To give an example of this; say you
have just run 50 laps at Dover. You open the telemetry package
and select and save laps 2, 5, 7 and 15. These laps will now
be stored, but data for all other laps will no longer be available
to you after you have quit the telemetry session. It stands
to reason that with the cost and time associated with testing
and the desire to maximize the benefits of such testing, real
NASCAR teams would want to have all telemetry data stored
and ready for further analysis at any given time, even after
leaving the racetrack.
If
you need help understanding the different measurements offered
just click on the "Help" button and a 7 page document
opens in you word-processor, explaining the ins-and-outs of
the telemetry package. While functional, one can't help thinking
about how slick it would be if the documentation and help
part was integrated in to the actual telemetry package itself.
It would be slicker yet, if the whole telemetry package had
been seamlessly integrated into NSR's game code. As is, it
feels clumsy and like it was "bolted on" at the
last minute. With all the powerful info provided by this telemetry
program, it's unfortunate that EA has made no effort to remove
the annoying and basic flaws in its operation over the many
years its been around.
Chassis
Setup
The setup
"Garage" offers both a Basic tab and two Advanced
tabs to allow racers to tweak their car's suspension, aero
and drive train to meet the needs of each track. And you'll
need to get familiar with how to set up your car, because
the stock setups that ship with the game are either "undrivable"
or so pitifully tight and slow that you won't be able to race
with them. In fact they're so bad, if you drive them by mistake
you might think there's something wrong with your wheel. Luckily,
for those of us that are setup-challenged, the BASIC page
works well to tweak a car from a baseline set especially
for a hack like Chunx. And that's a good thing, since the
default setups in NSR are very weak, (We have mentioned that
point a bit later on).
For those
not familiar with EA / ISI's F1 series, the Basic Setup page
uses the three horizontal sliders to make (you guessed it)
basic adjustments to a car's performance characteristics that
are translated by the game engine into specific chassis adjustments.
Sort of like you telling the game that "you want the
car to be looser" and the game then making its own changes
to the chassis in an effort to meet your needs. If Chunx were
a real race car driver, this is about how he'd interact with
his crew chief, and then hope the crew chief could work his
magic on the suspension.
Using
the Basic function, Chunx began to find that by selecting
the provided Qual setup and sliding the bars a certain way
(+8% Accel/Grip, +22% Oversteer and +40% Twitchy) and adjusting
the grill tape, he was able to find a good starting point
for further tweaking of his race setup at any speedway track
he chose to race at. After that, it was a few feedback loops
of driving, followed by tweaking, followed by more driving,
until he settled on a setup that was competitive and stable
to drive. But it was obvious to Chunx that while he could
make his car quick, there wasn't any way that setting up a
car with the Basic tab features would yield a truly fast and
competitive race car for online racing.
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