13-07-2017, 05:45 PM
And typically qualifying is a single lap (IndyCar on most ovals does two laps (four at Indianapolis) with the total time over the two laps counting, but it's not possible to do that in rF2), which in the game means you set it to 3 laps -- out lap, timed lap, in lap. Sometimes it's two laps with the better of the two counting, as at a lot of ovals you're not up to full speed on the first lap.
This would mean pushing back the qualifying time otherwise our race would start much earlier than expected (I do have to work late again, but an hour earlier than last week, so I should be able to make it if the race starts at the normal time).
I just intentionally wrecked while racing against the AI, and the caution sequence worked as expected. It's a little bit insensitive, meaning a single car spun out won't throw a yellow unless the field stops to avoid it, but that's generally a good thing for online racing. The series (I think it's series set and not track set) is set up to keep the pits open when the yellow comes out, which is not normal for oval racing (it can create an advantage for someone able to pit before the field gets lined up behind the pace car), but that may be something that is adjusted at the server level by using the game's built-in StockCarRules plugin. I should test that...
OK, I just did. With the StockCarRules plugin, the pits are closed when the yellow comes out until the field comes around after being gathered up, then it's open for lead-lap cars only the first time around, and all cars after that. The first car behind the leader who's a lap down or more gets the "Lucky Dog" award and can drive around the field to gain back a lap. The restart is double-file instead of single-file, and lapped cars must drop to the back on the last lap before green. It's a bit more complicated for first-timers, I'm sure, so we might not want to use the StockCarRules plugin.
Anyway, some advice from an oval veteran: Make sure you have a setup that you can handle in any situation. For example, try exiting the corners on the high side; the car is much looser in that situation, and a setup that feels great running by yourself may have you losing control when you find yourself on the high side with someone underneath you coming off the corner. You'll probably find that you'll want to add more rear wing than you might otherwise want, sacrificing lap time for the ability not to spin out when you're not in the ideal groove. Patience is big in oval racing too. You will always be getting a run on someone, but that doesn't mean you have to make a pass that very moment. Instead of going three-wide, maybe lift a bit, let the other two cars sort themselves out, then make your move. (And remember that at Darlington Brookdale, one end of the track is tighter than the other, so a move you might be able to pull off in 1 & 2 may be a bad idea in 3 & 4.)
Most importantly: In oval racing, ANY part of a car inside of you means that driver is entitled to the line. This is different from road racing where it's acceptable to "shut the door" and force someone to back out if they're not at least halfway alongside. Being passed is not the end of the world; you'll have plenty of opportunity to get that position back through the ebb and flow of traffic and the draft. In oval racing, if someone has just a millimeter of their nose inside of you and you turn down and get spun out, it's YOUR fault -- not theirs. The same is true of someone on the outside of you at the exit of the turn; it means you have to pinch your line to give them space. (However, sticking your nose to the outside at corner exit is a recipe for disaster unless you have a lot of confidence in yourself and the driver you're trying to pass. This is true of any kind of mid-corner overtaking attempt. Generally you shouldn't try it, opting instead to get a run down the straight and begin the pass before the next corner.)
That said, if someone is looking to get a run on the inside and they don't get their nose inside by the time you get to your turn-in point, you can take the corner. They might scream that you're blocking, but it's not blocking when it's a normal corner turn-in. It just looks like it from the cockpit. With winged cars it does mean the following car gets a mega understeer, though. (Recall how Esteban Gutierrez was getting yelled at over the radio in his first oval race last weekend, for taking the air off the trailing cars, which is rather uncool -- especially for someone who's a lap down! With the F2000s it shouldn't as much of an issue as with a high-downforce short-track-configured IndyCar, though.)
Anyway, I just had a bit of in-traffic practice with the AI to see how stable my setup was in all kids of conditions. Pretty fun slicin' and dicin':
[youtube]NEulvWTT-3U[/youtube]
Also, you may like my spotter pack, built from sounds that were used (and recorded but not used) in the old NASCAR Racing 2003 game, as well as few other calls from ARCA SimRacing for situations not covered by NR2K3: http://www.keeper1st.com/rf2/Commentary.7z -- A better voice, and more varied. He has a few different things he'll say for the same thing, e.g. "Inside" (two different recordings) or "Car Inside". When you stay side by side, you'll hear an occasional reminder like, "still there", "still inside", "stay high", "hold your line" etc. The default spotter voice in rF2 has only one recording for each situation, so my pack you'll find much more natural. The recordings aren't so grating on the ear, either (if you don't mind his Southern drawl).
This would mean pushing back the qualifying time otherwise our race would start much earlier than expected (I do have to work late again, but an hour earlier than last week, so I should be able to make it if the race starts at the normal time).
I just intentionally wrecked while racing against the AI, and the caution sequence worked as expected. It's a little bit insensitive, meaning a single car spun out won't throw a yellow unless the field stops to avoid it, but that's generally a good thing for online racing. The series (I think it's series set and not track set) is set up to keep the pits open when the yellow comes out, which is not normal for oval racing (it can create an advantage for someone able to pit before the field gets lined up behind the pace car), but that may be something that is adjusted at the server level by using the game's built-in StockCarRules plugin. I should test that...
OK, I just did. With the StockCarRules plugin, the pits are closed when the yellow comes out until the field comes around after being gathered up, then it's open for lead-lap cars only the first time around, and all cars after that. The first car behind the leader who's a lap down or more gets the "Lucky Dog" award and can drive around the field to gain back a lap. The restart is double-file instead of single-file, and lapped cars must drop to the back on the last lap before green. It's a bit more complicated for first-timers, I'm sure, so we might not want to use the StockCarRules plugin.
Anyway, some advice from an oval veteran: Make sure you have a setup that you can handle in any situation. For example, try exiting the corners on the high side; the car is much looser in that situation, and a setup that feels great running by yourself may have you losing control when you find yourself on the high side with someone underneath you coming off the corner. You'll probably find that you'll want to add more rear wing than you might otherwise want, sacrificing lap time for the ability not to spin out when you're not in the ideal groove. Patience is big in oval racing too. You will always be getting a run on someone, but that doesn't mean you have to make a pass that very moment. Instead of going three-wide, maybe lift a bit, let the other two cars sort themselves out, then make your move. (And remember that at Darlington Brookdale, one end of the track is tighter than the other, so a move you might be able to pull off in 1 & 2 may be a bad idea in 3 & 4.)
Most importantly: In oval racing, ANY part of a car inside of you means that driver is entitled to the line. This is different from road racing where it's acceptable to "shut the door" and force someone to back out if they're not at least halfway alongside. Being passed is not the end of the world; you'll have plenty of opportunity to get that position back through the ebb and flow of traffic and the draft. In oval racing, if someone has just a millimeter of their nose inside of you and you turn down and get spun out, it's YOUR fault -- not theirs. The same is true of someone on the outside of you at the exit of the turn; it means you have to pinch your line to give them space. (However, sticking your nose to the outside at corner exit is a recipe for disaster unless you have a lot of confidence in yourself and the driver you're trying to pass. This is true of any kind of mid-corner overtaking attempt. Generally you shouldn't try it, opting instead to get a run down the straight and begin the pass before the next corner.)
That said, if someone is looking to get a run on the inside and they don't get their nose inside by the time you get to your turn-in point, you can take the corner. They might scream that you're blocking, but it's not blocking when it's a normal corner turn-in. It just looks like it from the cockpit. With winged cars it does mean the following car gets a mega understeer, though. (Recall how Esteban Gutierrez was getting yelled at over the radio in his first oval race last weekend, for taking the air off the trailing cars, which is rather uncool -- especially for someone who's a lap down! With the F2000s it shouldn't as much of an issue as with a high-downforce short-track-configured IndyCar, though.)
Anyway, I just had a bit of in-traffic practice with the AI to see how stable my setup was in all kids of conditions. Pretty fun slicin' and dicin':
[youtube]NEulvWTT-3U[/youtube]
Also, you may like my spotter pack, built from sounds that were used (and recorded but not used) in the old NASCAR Racing 2003 game, as well as few other calls from ARCA SimRacing for situations not covered by NR2K3: http://www.keeper1st.com/rf2/Commentary.7z -- A better voice, and more varied. He has a few different things he'll say for the same thing, e.g. "Inside" (two different recordings) or "Car Inside". When you stay side by side, you'll hear an occasional reminder like, "still there", "still inside", "stay high", "hold your line" etc. The default spotter voice in rF2 has only one recording for each situation, so my pack you'll find much more natural. The recordings aren't so grating on the ear, either (if you don't mind his Southern drawl).

