Setups for ea nascar sim racing 2005




















All these setup options have clear consequences for your performance on track, so, for those of us not intimately familiar with the give-and-take compromises inherent to high-performance auto tuning, each track in the game includes three preexisting setups you can apply to your ride right out of the gate. These setups consist of a low-fuel qualifying configuration obviously used during the two-lap qualifying session before a race , a full race-spec setup for when it's time to hit the track, and a rookie setup for novice drivers.

At the lower and intermediate difficulty levels, you'll find these setups will keep you competitive in nearly any race you run during the season. For one thing, the brakes on a Nextel Cup stock car are often optional, especially on superspeedways such as Las Vegas or Daytona. Instead, you'll adjust your speed by merely lifting off the gas as you wind your way through traffic and around corners.

Short-track racing, on the other hand, requires an entirely different approach. Braking points on the shortest tracks in the game, such as the.

You can never know enough about the competition. You'll not only be responsible for keeping your car out of harm's way in NASCAR SimRacing, but you'll also need to make sure you keep the car in good running order as a race progresses.

For example, consistently pushing the engine will cause your water temperature to skyrocket, forcing you to either baby the engine until the end of the race, or dramatically alter your pit strategy and possibly give up race position as a result. Tire conservation is another big concern, as high speeds and blistering track conditions can be murder on your tires. Despite these potential pitfalls, you will have some audio and visual advantages on your side when playing the game. First and foremost is your spotter, who will be consistently feeding you information about your competitors' positions around your car, as well as important car data to keep in mind, such as the aforementioned water and engine temperatures, when pit windows open and close, and so on.

At default audio settings, we found the roar of the engines, especially when surrounded by opponents, to be so loud as to drown out the voice of your spotter, but a few quick slider adjustments in the audio settings menu easily remedied that. The Dolby Pro Logic II-driven sound in the game is truly impressive, especially the deafening roar of the engines, which, as implied above, can make for an intimidating auditory experience when stuck in the middle of a pack.

For the more visually inclined, the game also features a host of icons that appear onscreen to indicate certain things, such as pit windows, drive-through penalties, and fuel level, as well as a number of official race indicator flags, including white one lap remains in the race , green drivers are cleared to race , and checkered the leader has finished the race.

While the interior cockpit view shows all the gauges on the dashboard of your car, you can also choose from several HUD options that present gauges such as the tachometer, oil pressure and temperature, water temperature, fuel pressure, and draft in a more easily viewable manner.

Things can get tight in the back of the pack, so keep your cool and watch your six. Racers with a high-speed Internet connection will able to take advantage of full-field races against up to 42 opponents on any of the authentic Nextel Cup tracks found in the game.

We're less than a month away from the Nextel Cup's "Super Bowl" race, the Daytona , which will be held on February We'll bring you a full review of the game when it hits store shelves. Got a news tip or want to contact us directly? The only manual on the internet only gives overviews and not specific details on how to do certain things. You basically have to play with it until you learn how to set certain features.

We did not install the chat feature racing with others online because we didn't want our son online with others. During installation it gives you that choice. Overall a good CD. You can play the game in several modes. You can choose to test and run time trails solo to improve your skills for the race and to test different setups. You can select the single race option to get right into the action. The third option is to run in career mode.

When racing the single race or while testing you can select any one of the three series and choose to run as either a or driver except for Nextel Cup where only is available. When running in career mode you will start off in the Craftsman Truck series and you will only be able to advance when you win the championship or you are listed as a "front runner". As you progress through the different series the competition improves but it never really keeps pace with your abilities.

You can race with a full field. That is a big deal. They mindlessly drone around the track not passing and not spinning. It is rare to see an AI driver do anything more than wobble a little in a turn. The AI drivers should make mistakes too! When you watch racing everyone wants to win. There were some problems when the game was installed. The patch is needed to correct the install issues that some people have as well as correct the myriad of other issues with the game.

There are many rule violations as well as physics issues that need to be corrected with the patch. Too often your car will follow the wrong car putting you behind in the race.

Occasionally the game will violate a rule for you and get you disqualified from the race, nice! The game is still playable but it will frustrate some. There are 28 tracks to race on. Most are real but there are 2 fictional tracks. Even though they are fake tracks they are still fun to run. I would rather have Nashville and Nazareth instead of Dodge Park and Levi Garret but they are unique and interesting tracks to race.

I really question how much input of his actually made it into the game. When it comes to actual game play this is where EA loses it, for me anyway. You imply that this is a simulation. She could do this through any combination of increased opponent strength, opponent aggression, or changes in the number of 'cheats' used.

In my daughter's case, she won because the opponents were too slow. She struggled with the car, spinning it at least three times, so removing anything like car stability, steering help, braking help, antilock brakes, or traction control would make it more challenging, but in a more frustrating way. Instead, she can increase the opponents' performance by raising a percentage slider. I chose a different path.

I race with no driving aids turned on, and use the default 'race' and 'qual' setups for each track. At these settings I can usually qualify in the top I seldom finish a race, though, since I almost always crash, but I enjoy the feeling of the more accurate driving experience.

It's a far more challenging kind of driving, though. Without antilock brakes, it's easy to lock the rear brakes. Either of these will cause you to spin out. That level of accuracy can be fun, but it's not for everyone. SimRacing also recognizes that PC audiences do not want to screw around with 'unlocking' various aspects of the game as their console-based brethren so often are forced to do.

They do not want to have to place third or better at Daytona before they can race at Indianapolis. They want to race in the car they choose, at the track they choose, when they choose, without having to fulfill some arbitrary goal. SimRacing caters to that kind of instant gratification with a 'Race Now' mode, but also provides a more structured, realistic experience in the 'Career' mode. Throughout your season, you will race at all of the real world tracks currently in the series you choose.

The tracks are very realistically modeled. The detail is simply incredible, all they way down to the bumps in the track where it crosses over access tunnels. The sky itself is even rendered to a very believable degree. I remember coming out of turn 2 at Homestead and seeing building thunderstorm clouds in the distance. A couple of laps later, I actually saw lightning! I was in the lead at the time, and more than halfway through the race, so I was hoping that it would rain and end the race.

The detailed graphics apparent in the track modeling are also applied to the cars themselves. The cockpits are detailed enough that you can monitor vital measurements such as water temperature from the dashboard gauge. Once you get into the real action, though, this becomes a lot less jarring.

For example, at the start of the race the cars will still have manufacturers stickers on the tires. After a lap or two those will wear off. The detail level of the graphics is highly configurable to allow good frame rates for slower computers, or incredible levels of detail for more powerful machines. Some may prefer a very wide angle of view to help them in seeing the traffic while others may like a more restricted view that allows a closer look at the track.

Another neat graphics feature is head movement. Prior to the advent of this level of graphical feedback, one would think that the tracks these cars race on are billiards table smooth. This is certainly not the case, and it is not an inconsequential difference. Bumps in the track have a very real effect on the drivability of the car. Very stiff suspension settings will result in a different bump behavior than softer settings, for example. Being able to visually determine where the bump spots on the track are is a great addition to the realism of the sim.

The force feedback is almost useless. At its highest setting, all I can feel through the wheel is centering force. In that sim you can feel the rumble strips in the apex of the corners, the bumps in the braking zones before some of the slower turns, and generally have a far superior feel for the road than that provided in SimRacing. This is a bit of a disappointment since good force feedback makes a tremendous difference in being able to manage the complex physics model provided in these modern sims.



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