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To Page 2 Physics
The physics in the NEXTEL05 update
for NASCAR Heat quite honestly blow me away. I never imagined
that the old engine had this much potential under the hood.
Initially I didn't like the steering much, but by reading
a few readme's (yes, there is valuable info in readme's),
I changed a setting in the configuration file from 0.150000
to -0.15000 (options.cfg; ff_deadband_width -0.150000) and
this gave me the crisper feeling in the center to the steering
that I wanted. After further experimentation I've now settled
for a value of 0.000000.
Keeping in mind the low system requirements and the age of
NASCAR Heat, I find the physics very very good and enjoyable.
They feel consistent and that helps obtaining immersion and
is conducive the "suspension of disbelief". Rubbin' and trading
paint is not a problem in NH, however the AI are a bit too
forceful for my tastes, and if you find yourself in contact
with an AI driver it is probably wiser to yield and have a
comeback at a later stage rather than trying to force the
issue.
Upon its release, NASCAR Sim Racing's physics were off in
the sense that the simulator used open differentials resulting
in extremely large slip-angles and huge slides that were easily
recoverable. The first and (at the time of this writing) only
patch to NSR corrected this issue. With the patch the diffs
are now locked and this results in more realistic handling
characteristics. However I have to say that to me the NSR
physics feel much the same as the NH physics. While I like
the physics in NH, they have to be related to the age of the
product and the low system requirements. With NSR's requirements
being much higher, the NSR physics are a disappointment to
me.
Other issues relating to the physics, as well as bugs that
were noted in SimHQ's extensive
review series of NASCAR Sim Racing (and by other sim racers)
are as yet to be addressed, but hopefully will be covered
in a future patch. Again, the engine is capable of accepting
some rubbin' and paint-trading although the AI cars are very
hard to spin out, while a tap from them sends you spinning
into the wall.
NASCAR Racing 2003 Season though, roars to a commanding lead
with its physics, which by some have been described as unrealistically
fidgety and twitchy, making it necessary to set up your machine
to be extremely "oversteery" and loose at the start
of the race and when on fresh tires. As the race progresses
and the tires degrade the cars become increasingly tight and
"understeery". To me, this sounds very much like
real life racing. The tire model in NR2003 is by far the most
convincing.
The delight and sense of achievement when racing to manage
your tire wear and balancing the car on the knife's edge keeping
the car on the safe side of a slide through and out of the
turns is second to none.
The downside is that you can easily loose control over your
car if you start hitting AI or they hit you. Rubbin' and racing
is very dicey in NR2003.
With the physics, NR2003 edges ahead of NSR while NH is placed
a solid third, still on the lead lap.
Gameplay: Offline
All sims offer offline entertainment
in the sense that you can race the AI in single races and
championships. While Papyrus´ NASCAR Racing 2003 Season does
not offer additional off-line modes, the other two contestants
do.
NASCAR Heat offers "Beat the Heat" where you are put into
several racing scenarios based on real world races, e.g. try
to at least equal race results obtained by real drivers. Furthermore
there is "Race the Pro" challenges where you can race a specific
driver and try to beat his time.
Bear in mind that to get the full value of these features
you do need a complete copy of NASCAR Heat. It is good fun
though.
NASCAR Sim Racing offers the career-mode where you earn money
by racing and selling merchandise. You spend money on producing
merchandise, initiate research and development programs and
repair cars that you might have damaged or destroyed in races.
While NSR's career mode on paper looks exciting and in theory
covers the CTS trucks the National Series and the Cup Series,
in reality it does tend to become repetitive rather quickly
as the mode is not very deep. Additionally, yellow-flag bugs
and AI behavior can cut your career short as you wonder if
it really is possible to complete a season. Tales of the "lucky
dog" being sent to the lead of the race during a caution
makes completing a career a frustrating experience.
NH is the big mover in this field, coming to the front from
a secondary position in the race because of the "Beat the
Heat" and "Race the Pro" scenarios that actually teaches some
good driving techniques. Sadly, they also teach some bad habits.
Most notably a tendency to carry over into banger-racing;
moving opponents cars out of the way by driving into them.
NSR has to make an unscheduled pit stop to cure some engine
problems.
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