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Feature: Sim Racing Tips
Getting the Most Out of Your Virtual
Racing Hobby
Part II: Optimizing the Controls
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Driving Aids
When we were kids, our bikes had training
wheels until we learned our balance. Riding a bike was a challenging
new environment for us, and we needed all the help we could
get. Likewise, learning a high-fidelity physics model in a
hard-core racing sim is also a challenging new environment.
And like training wheels on our bikes, driving aids are offered
in a lot of sims to help ease the transition. Things like
Auto shifting, traction control, spin control, braking assist,
anti-lock brakes, etc. Should you use them? My opinion is
"occasionally 'yes,' but most often 'no.'"
I feel that there are three driving
aids that can be used without building any truly bad habits,
or diluting the challenge and reward of driving a hard-core
racing sim. They are as follows:
1. Auto
Clutch. Most FF wheels have only two pedals, relegating
clutch actuation to a button rather than an axis. Although
most modern race cars only require the clutch to get going
from a standing start (not to shift gears while in motion),
auto clutch is still useful in racing sims in order to make
the overall driving experience more fluid. I've tried my sims
with auto clutch on and off, and the overall change in driving
experience isn't that significant. Without Auto Clutch you
will have to be more aggressive about 'blipping' the throttle
when shifting, and if you spin out expect to have the engine
stall as you come to a stop. Other than that, auto clutch
is an 'either or' driving aid that's pretty widely used and
accepted in the online racing community.

rFactor Driving Aids
2. Traction
Control. This driving aid that sees some limited use
in both the real and simulated racing worlds. Traction Control
systems basically limit the amount of torque that an engine
can send to the drive wheels so that wheel spin is minimized.
This is particularly useful when accelerating out of corners,
thereby reducing the chance that a car will spin out. In modern
F1 sims, I like to use the 'low' setting of Traction Control
because the real F1 cars are allowed to use it, thus I subjectively
"feel" like I am getting a more accurate representation
of driving the real thing, since the proper use of traction
control is part of the tactical skill set of any F1 driver.
That being said, most real cars and racing series prohibit
traction control, so in the vast majority of cases I recommend
leaving it OFF. Also, most online races and leagues prohibit
the use of TC, so using it can introduce some bad habits that
will negatively impact your racing style.
3. Invulnerability.
What?! Why would Chunx advocate this arcade-ish
feature? I only advocate it from a training standpoint. When
first learning to train your brain how to operate under the
unfamiliar rules and senses of a racing sim's physics model,
you're going to have wrecks. A lot of wrecks. And
rather than restarting a driving session over and over again,
often it's much more expedient to simply dust yourself off,
and get back on the track. You can do that much quicker if
the car isn't damaged each time you leave the track or get
some steering "assistance" from the guardrail. Once
you've mastered the physics model, it's much more immersive
and fun to crank up the damage and see the parts fly, and
the suspensions and tires fail.
That's a pretty short list of driving
aids that are worth using. So overall I'd say that although
tempting, new drivers should steer clear (sorry for the pun)
of most driving aids. In the long run they can contribute
to bad habits and delay the learning curve, rather than easing
it. And for the hard-core sim crowd, driving aids simply reduce
the challenge and reward of learning to perform a difficult
task and doing it well. Finally, if you're going to pit your
skills against others online, you'll find that most races
restrict the use of most driving aids, with limited exceptions
noted above.
Conclusion
Part II contains quite a bit of information
that should get you on the road to finding your own personal
tastes as you establish your sim racing hardware needs. Recently
I found a nice discussion of rFactor User Interface basics
for folks new to that game, or to ISI-based racing sims in
general. It's only a forum thread and so a little disjointed
at times, but if you comb through it there's quite a treasure
trove of information.
Next time we'll tackle the meat of
the matter literally. In Part III we'll discuss the driver,
and what you can do to get the most out of your seat time
when you crank up your favorite racing simulation.

Monza's Turn 1
Part
I - Optimizing the Hardware is here.
Part III - Optimizing the Driver is
here.
Part IV - Learning to Race is here.
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