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Review: Team Redline's GTP mod
for NASCAR Racing 2003 Season
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Page 3
The Driving Experience
Finally I come to the heart of the matter, the most important
question about this mod. How does it drive?
Well, I can't help but thinking of a film-clip I saw once:
Derek Bell drives a Porsche 956 around the Nordschleiffe commenting
to the camera and viewers, on the various sections of that
long, classic circuit. Coming out of the right-hander and
going under Adenauer Bridge he is passed by Jackie Ickx as
they race towards the famous compression known as the Fuchsröhre
(fox-hole). Derek calmly says something to the effect of; "Oh, there's Jackie Ickx. Better let him through as
he's on his qualifying run".
When I drive the GTP cars I feel that they move and react
in accordance with the impression I got from watching in-car
from Derek Bell's Porsche: They are agile and well balanced,
and driving at 7 or 8 tenths of my limited ability is not
that big a drama.
When I try to drive at 10, or even 11 tenths, things do become
a little more difficult though! This is where I notice that
the correct line into corners is absolutely vital in order
to maintain speed. Coming out of the tighter turns I can feel
and hear the rear-wheels fighting for grip, especially on
the bumpy Sebring track that I brought into my install of
the mod, because there is so much power and torque here that
if I'm careless with the throttle, I have to be very quick
indeed to save it from a sideways moment.
Sebring's bumpiness is a fact I am beginning to reappraise
after taking my GTP car there. Going into the braking-zones
in the bumpy areas there the car wiggles, twitches and bumps
up and down. This is brilliant fun and once again I can't
help thinking about real life drivers taking their racing
cars to race for 12 hours on such a bumpy racetrack. Shake,
rattle and roll!

The big physics debate these days centers around the question;
do cars slide at all, and when they loose grip are they then
recoverable or not?
Aerodynamically advanced cars. i.e. cars with ground-effect,
and modern, ultra-sticky tires are reportedly no good sliding
when they loose grip.
When the suction effect of an aerodynamically efficient underbody
is suddenly lost, a car cannot take corners at the same high
speeds that it can with a the vacuum effect intact. Also modern
tires have a very narrow slip-angle which means that if they
are overdriven, say by entering a corner too fast, they will
suddenly and violently loose grip. But what if you keep close
to the limit and only exceeds the limit slightly?
In his book, "My Story", Alex Zanardi surprisingly
says that the Formula 1 cars he drove felt more slippery-slidey
than the Champ Cars he was used to, and I've seen some footage
where Alan Jones recovers from a huge slide in his Williams
anno 1980, the quintessential ground-effect Formula 1 car.
If you watch Formula 1 in 2005, look carefully at Alonso,
Montoya, and some of the other aggressive drivers, or look
for cars that are struggling to go fast enough, and I'll wager
you a beer that if you look carefully, you'll see some pretty
neat slides.
Sliding is not doing anything beneficial in terms of improving
your lap times or saving your tires, but IMO even modern Formula
1 cars can slide, especially if they are being overdriven,
not setup properly, or are proving a bit of a handful for
their drivers. What's more, slides that occur when the drivers
are only exceeding the limits slightly, are recoverable. I
find this to be the case in the GTP mod. If you are massively
overdriving you'll leave the track no question about it. But
if you are only slightly over the limit of adhesion you can
correct and gather up your car, the lap time will suffer as
will your tires, but you won't understeer helplessly off the
track and into the gravel trap.
The slip-angle in GTP is very noticeable smaller than in
the Trans-Am mods and coupled with the very powerful and lighter
GTP cars, the result is truly impressive. What is neat about
the GTP mod and the excellence of it's host; NASCAR Racing
2003 Season, is that you get a very good sense of what the
car is about to do. Remember that us poor racesimmers only
get perhaps 10% of the sensory input that the real life drivers
get, so somehow a simulation must also attempt to convey some
information that we would otherwise get through seat-of-the-pants
only.
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