|
NASCAR SimRacing - Part 4
Back To
Page 1

Game Performance
We found NSR to be a stable game in
all driving modes. None of us have suffered a single CTD or
lock-up while racing or testing or MP, something that NR2003
could never lay claim to. In single player, the action is
consistent and there don't appear to be any major glitches
or hiccups with game stutter or memory leakage. This is no
small feat in the world of demanding game code, so we'd like
to give a nod to EA for making a stable, single player game
product.
If you'd like to observe how your
system is performing while running NSR, there is a little
known key command that will bring up a FPS display for you
("little known" only because it's never been documented
in previous ISI F1 games, nor in NSR's skimpy manual). But
if you hit Ctrl + F on your keyboard, the command will
display Frames Per Second in upper right corner of screen.
Be advised that the FPS display will take about 2 seconds
to show up on-screen and it doesn't work in replay mode. But
it is nice to have available.
What the frame rate counter illustrated
is what we knew by watching the screen that by and
large, NSR provides good frame rates on modern PCs even with
the graphic details set to High or Full. And that's a nice
aspect of this game engine.
Racing Gameplay
Heading into any race session highlights
NSR's roots in the basic code of ISI's previous F1 series
of games. Of course, F1 Challenge is a very fun game when
you're racing and that's really what these games are about.
But compared to other vendors, ISI sims offered a distinct
lack of functionality and convenience that veterans of earlier
NASCAR simulations will immediately miss. So as you try your
first races in this game, one thing that will probably stand
out are the convenient race management features that are NOT
provided in this title. For those who have never tried F1
Challenge, Here's a rundown of those missing features:
- There is no way to manage who the
specific AI opponents in a race will be. You can select
the number of opponents, but not who, as would be possible
with an opponent manager GUI.
When
starting a race, EA has provided you with 2 options to get
you to the green flag: Either a full pace lap (or laps)
that starts at the end of pit row (pretty, but eventually
tedious) or you can hit the Space Bar after you hear "gentlemen,
start your engines" to get advanced to a "running
start." Selecting this option means you are dropped
into the cockpit with your car rolling, just as the green
flag drops. After the green flag waves, you are provided
with partial (highly damped) control of your car for the
first few seconds, after which full control is restored
to you about the time you enter Turn 1. But don't forget
to steer and mash down on the pedal while you're under partial
control of the car because you're not on full "autopilot"
and failure to do so will put you well behind the pack.
I guess the goal was to ease you into the driving during
a running start and that's probably the only way to get
that feature right if that's how you're going to
get the driver racing quickly, rather than a shorter pace
period.
- Once a race is over, there is no
way to restart or rerun the race session without going all
the way back to the main menu and starting the track selection
process all over again. This is also true for Multiplayer
races. In other racing sims, if players wish to restart
practice, or adjust the length of the practice session,
or begin a second race session at the same track, all it
takes is a click of the mouse while within that track's
race session GUI and you're back in business. In NSR, you
must return to the Main Menu or Multiplayer "Create
Race" GUI and restart the entire track and race selection
process all over again which kicks out all your online
players to the Race Roster, where they must re-enter your
server to drive.
- In single player races, it is not
possible to save a qualifying result and use that same starting
grid over and over again in order to practice techniques.
A feature like this is also particularly handy for if, for
example, you practice and qualify but need to take a break
before continuing on to the race itself. It's nice to click
"Save" for the qualifying result, then break to
have dinner with your family and return to the same race
session when it's more convenient. Without this feature,
you're forced to restart the entire race session when you
return to the PC. Likewise, it's not possible to save a
race halfway through and then pick it up where you left
at a later stage. This wasn't possible with earlier NASCAR
sims either, but it would be a nice feature for development
teams to explore, as it would allow folks to work their
way through an entire 500 mile race in single player rather
than always race a short race that fits their available
daily "driving time." Given the busy lives and
limited "play time" typical of the motorsports
sim demographic, we think a "save game" function
that works during a pit stop, freezing the locations of
the AI cars on the track so you could pick up the same race
the next night would be a very welcome feature indeed.
- Finally, it would have been nice
to have a feature where your performance at a particular
track is evaluated by the game engine, so that a suggested
AI strength could be recommended to provide you with the
best overall gameplay experience for that track at your
current skill level.
While on the track, running in practice
sessions and races with other cars we noticed a few minor
gameplay bugs that are still in this title. Driving through
the car in the pit stall ahead instead of hitting it. And
we saw Busch (National Series) cars driven by AI at Richmond
that alternately are jacked up as high as a Land Rover, or
sinking into the pavement. This needs looking into, EA!
Rules
NASCAR has instituted some new rules
for 2005 that impact how races are run, but it appears that
they didn't give EA a head's up when they implemented them
so they could be included in NSR. The most glaring example
is Qualifying. Following in the footsteps of the FIA's F1
rules, NASCAR now places cars in "parc ferme"
(that's "impounding" to Americans) after qualifying.
That means the teams cannot tear the car apart after qualifying
to reconfigure their chassis and suspension set up to a more
race friendly configuration. That means the cars qualify with
a more race-ready setup, rather than a twitchy and high strung
one that would burn the car up after a few laps. To us, that
means that the only things that should be changeable between
Qual and Race setups are things like track bar, wedge, tape
and tire pressure, while things like shocks and springs should
be fixed between Qual and Race sessions.
Hopefully in a future patch, EA can
determine a way to emulate this rule change, as well as many
others that occurred in the off season.
Go
To Page 3
Click here
to go to top of this page.
Copyright 2008, SimHQ.com. All Rights Reserved. Contact the webmaster.
|