xenolith wrote:
BrianRing wrote:
Setup
I will begin with Mechanical because it is the type with which most are familiar.... The vast majority of setups fall into this category as most previous racing games were geared towards it (NSR, NR2003, etc).
The Aerodynamic setup on the other hand is basically a complete opposite approach. An aerodynamic setup seeks to maximize downforce in order to gain grip rather than manipulating mechanical grip.... Modern Nascar teams spend a good deal of time and money to maximize downforce on the cars through wind tunnel testing and special springs and shocks.
So basically you're saying we should totally forget everything we learned in how to setup a car (mechanically) in NR2003. And that we should relearn how a real world cup car is setup (aerodynamically) in TPSCC?
Thanks Brian for all your hard work. This is the one rFactor mod I've been looking forward to the most. Hopefully it will lead to bigger and better things for you in the future. :wink:
That includes for how you
drive the cars as well. One of our first tests with the updated physics at Bristol had a lot of people struggling to get the cars slowed down entering the corners. These cars have a realistic feeling of weight, because they are realistically weighted. So you can't just slam on the brakes on turn entry at a track like bristol, or you do not have enough room to slow the car down. Another thing to note is that how you treat your tires will make a big difference as well. For instance, if I was running a 25 lap race at Atlanta, and I spin out on lap 10, sure I could make it the rest of the way on fuel, but having scrubbed all the rubber off the tires, I am gunna be slow.
Little things like that are gunna make the difference in TPSCC, you just gotta be open to learning to adjust your driving style and setup style a bit.