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PostPosted: Tue Feb 06, 2007 12:43 pm 
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Darus wrote:
However, I do hope the Pits will release the mod with a setup package along the lines of what PWF offered with the "expert" setups. They were not the fastest setups out and they were often tight (imo) but they provided an excellent place to begin when driving and allowed many of of enjoyment RACING, rather than being frustrated and sitting in the garage.

A nice package of ST, SW, SS and RC base setups that are both competitive with a reasonable AI setting and "realistic" enough to offer a view of what is required to improve them.

Once the racing fix has been satisfied, THEN the wrench turning can begin to make the setup your own or simply BETTER.

I've never been disappointed before by the Pits, so I expect that whatever is included will be quite good from the get go.


You must have missed this brief part of the post. :)
BrianRing wrote:
I urge you to start by using a base setup and learning to drive that competitively before starting to change things in the garage.  There are setups available for the mod from ThePits as well as other sites.


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PostPosted: Tue Feb 06, 2007 12:47 pm 
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Yes. We will be releasing base setups for the mod. As with all base setups they will not be the fastest but should be a good starting point until you get comfortable with the garage.

Brian


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PostPosted: Tue Feb 06, 2007 1:23 pm 
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Darus wrote:
However, I do hope the Pits will release the mod with a setup package along the lines of what PWF offered


Looks like a yes ....

BrianRing wrote:
There will be numerous notes and some setups release with the game, please make sure that you read ALL the setup notes....


Original Posting : http://www.thepits.us/board/viewtopic.php?t=8528


PS: #$%& my slow typing !!

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PostPosted: Tue Feb 06, 2007 1:39 pm 
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Brian's point RE learning to drive these things before playing in the garage probably cannot be emphasized enough.  It is very, very difficult to just sit down in one of these and go fast for a whole fuel run, regardless of what setup you have underneath the car.

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PostPosted: Tue Feb 06, 2007 2:22 pm 
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BrianRing wrote:
Yes. We will be releasing base setups for the mod. As with all base setups they will not be the fastest but should be a good starting point until you get comfortable with the garage.

Brian


Deepest apologies. I DID miss the part mentioning the availability of the base sets. Great news!

Once again, you guys don't fail!


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PostPosted: Tue Feb 06, 2007 3:08 pm 
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It's all good there are a few of us on the project that have been pushing for setups. I don't like going to the garage for my cars, goodness knows what horrid things I would do to the cars without a little help.  :oops:

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 Post subject: Re: TPSCC Setup Tutorial
PostPosted: Tue Feb 06, 2007 3:41 pm 
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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:


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 Post subject: Re: TPSCC Setup Tutorial
PostPosted: Tue Feb 06, 2007 6:07 pm 
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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.

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 Post subject:
PostPosted: Tue Feb 06, 2007 7:05 pm 
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I just want to say that, yes, these cars drive totally different than the cars in Nascar 2003.  When I started testing TPSCC I thought, wow, am I ever going to get the hang of these things.  Then Brian came out with some base setups and I learned a little more about the cars and now I am able to get the cars to do basicly what I want them to do.  As Brian, said, there will be basic setups included with TPSCC.  Learn to drive these setups, then read and re-read what Brian has said about setting up the cars.  Then go to the garage and start working on your own setups  This isn't NR2003 and it won't feel anything like NR2003.  This is the real thing.  I think most everyone who takes the time to learn how to drive and setup these cars are in for a real treat.  I think this is one great mod.
:)

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 Post subject:
PostPosted: Tue Feb 06, 2007 7:08 pm 
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I totally agree with what Oldasdirt posted. It takes some getting used to but once you get the hang of it these cars drive great.


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PostPosted: Tue Feb 06, 2007 7:21 pm 
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I am sure glad I stuck with learning everything I could about BBSS setups

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PostPosted: Tue Feb 06, 2007 8:22 pm 
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Just curious does the TPSCC cars make use of a rear sway bar?

Also on a side note I have also noticed that it will use a packer for coil binding. Just curious as to why and why only the right front? Did you guys not able to find good numbers for the suspention in the HDV to have coil bining sets without the packer?

Just curious is all.

Regards,
Robert A. Roop J.r
GrafixWerks Inc.


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 Post subject: Re: TPSCC Setup Tutorial
PostPosted: Tue Feb 06, 2007 8:30 pm 
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Cynical Saint wrote:
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.


During that test I was driving the car like I used to with NR03.  Brake late, and then right back on the gas.  My end result was it looked like I was driving Darlington.  I was going in, then right to the top of the track, usually with the LF locked up.  Not to mention in 5 laps I had the RR reading 300 degrees.  I remembered a few years ago Rusty Wallace telling a reporter how he drove Bristol.  He said he would let off just after the S/F line.  So I started doing that and before I knew it the car was sticking to the bottom of the track and the right side tires weren't burning up.

So keep this all in mind when first driving this mod.  Its going to take a while to get used to, especially the people coming right from NR03.  Before I started BETA testing last summer I was playing NR03 alot, it took some time and understanding before I could really understand and enjoy this mod.

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 Post subject:
PostPosted: Tue Feb 06, 2007 8:32 pm 
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Robert A. Roop J.r wrote:
Just curious does the TPSCC cars make use of a rear sway bar?

Also on a side note I have also noticed that it will use a packer for coil binding. Just curious as to why and why only the right front? Did you guys not able to find good numbers for the suspention in the HDV to have coil bining sets without the packer?

Just curious is all.


Yes the rear sway bar is there, but on most setups its detached.  Brian can comment better on the packers than I can.

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Last edited by Joel_71 on Tue Feb 06, 2007 10:01 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Feb 06, 2007 9:58 pm 
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To all you guys that have been driving and testing this sim.  Would you please please please stop talking about it.  My heart can only beat so fast before it explodes!

Sincerely,

"soon" and "real soon" just aint "soon" enough...

Looks great btw

SVO


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