[WIP] CART Factor

For a short distance, I'd say a young Paul Tracey was the fastest.
Michael Andretti was best paced for an entire race.
Al Unser Jr. was better at certain tracks than everyone, but didn't always have top shelf equipment.
{Chevy/Illmor engine that lacked the top end of Ford and Honda at Speedways like Indy--Galmer chassis which was competitive on high downforce circuits but a liability at the Supers, which makes his victory at Indy with the Galmer even more amazing, Goodyear tires vs Villenue's far superior Firestone/Bridgestones during Jr's last year with Penske]
Emmo and Red 5 both adapted brilliantly to the Cart environment
Montoya came in near the end and used his incredibly fast hands to to driver quicker than the car.
If there was a technical advantage, Bobby Rahal's team often found it.
 
I wonder what kind of tech info the original creators got their hands on, the only stuff i can find is the cart year books and the season rule books?
 
Possibly the best alternative for a CARTfactor mod port would be hitting up Patrick Giranthon regarding porting his Automobilista release of the mod. It's the "ultimate edition," per se.

I wonder what kind of tech info the original creators got their hands on, the only stuff i can find is the cart year books and the season rule books?

Real driver feedback and I think there was an engineer too.
 
Really hard to drive these cars, I cannot remember when the last time was that I spinned so often during one lap. The Automobilista version is a lot easier to drive but I will try the differential coast hint.
 
Really hard to drive these cars, I cannot remember when the last time was that I spinned so often during one lap. The Automobilista version is a lot easier to drive but I will try the differential coast hint.

They sure were a handfull to drive and I am glad that they aren't just some hop in and have fun cars. Don't forget that they had 900HP and that technology wasn't where it is now in terms of aerodynamics and especialy tire technology. Just to think that they drove a full race distance with those relatively huge cars, with sequential shifters battling each other at tracks like Long Beach makes you realize how crazy that series was.

You got to trim the car to your driving style until you can manage the oversteer. Don't forget to adjust the boost setting for different track sections. With the CART Extreme mod I allways had the feeling that the cars were a bit too gripy and a tad too easy to drive while accelerating out of slow corners. This version brings back the rF1 feeling with the great FFB and physics fidelity of rF2 and once you manage the car it's very satisfying. Just to wrestle the car through the last section of Portland is pure blizz. How fast the weight shifts, allways balancing the car on the edge over those bumps is something special for sure. The AI needs another look, in terms of how they interact with the player (awereness) and their speed/grip. I only tried the Reynard so far, but all seemed to work great despite the fact that there are only soft tires awailable. Not tried driving in the rain so far.

All in all it is a very solid mod as it is and I hope that it makes S397 how popular 90's CART racing is and how big the opportunity would be to finaly release the 1995 Reynard or even the March 86c. With all the other feedback given so far this could turn out to be just perfect.
 
They sure were a handfull to drive and I am glad that they aren't just some hop in and have fun cars. Don't forget that they had 900HP and that technology wasn't where it is now in terms of aerodynamics and especialy tire technology. Just to think that they drove a full race distance with those relatively huge cars, with sequential shifters battling each other at tracks like Long Beach makes you realize how crazy that series was.

You got to trim the car to your driving style until you can manage the oversteer. Don't forget to adjust the boost setting for different track sections. With the CART Extreme mod I allways had the feeling that the cars were a bit too gripy and a tad too easy to drive while accelerating out of slow corners. This version brings back the rF1 feeling with the great FFB and physics fidelity of rF2 and once you manage the car it's very satisfying. Just to wrestle the car through the last section of Portland is pure blizz. How fast the weight shifts, allways balancing the car on the edge over those bumps is something special for sure. The AI needs another look, in terms of how they interact with the player (awereness) and their speed/grip. I only tried the Reynard so far, but all seemed to work great despite the fact that there are only soft tires awailable. Not tried driving in the rain so far.

All in all it is a very solid mod as it is and I hope that it makes S397 how popular 90's CART racing is and how big the opportunity would be to finaly release the 1995 Reynard or even the March 86c. With all the other feedback given so far this could turn out to be just perfect.

Thanks for the elaborate answer.
How many laps do you need to heat the tires up?
I also tried Portland but I was not really able to manage the fast left-right-combination in the end without incidents. :D Gotta work on a stable setup for these cars and try again. I’m glad that there’s a proper Cart mod available now.
 
The tires heat up pretty fast as they are a soft compund. So after one warm up lap you can go on a flying lap allready. In the last section you can easily go with 5th into the first left and shift down into forth in the right hander afterwards and then slowly break and shift down for the last corner until second. It's a quite challenging section as you have to basicly drive it one handed if you are using a sequential shifter. Keep in mind to drive it fast, because the faster you go the better the downforce works and the more stable the car is while breaking for the last turn. When you got a good setup and feel confident you can even work with trail breaking into the last corner. It's crazy how much you can do with these cars, but to get the car into the comfy zone is very difficult. Don't be upset if it takes a bit longer. I easily needed 30 laps to learn the track to be at speed against 90% AI. And I am spinning at times too. ;)
 
Hmm any idea's on a easy way to make the ai more realistic to actual times in 1998? one example i was thinking of was look at average lap times at mid-ohio, and try to adjust the ai to run those laptops at 100% strength?
 
Thanks for the elaborate answer.
How many laps do you need to heat the tires up?
I also tried Portland but I was not really able to manage the fast left-right-combination in the end without incidents. :D Gotta work on a stable setup for these cars and try again. I’m glad that there’s a proper Cart mod available now.
If your using goodyears, it should warm up pretty quick
 
Hmm any idea's on a easy way to make the ai more realistic to actual times in 1998? one example i was thinking of was look at average lap times at mid-ohio, and try to adjust the ai to run those laptops at 100% strength?

You want an average of three tracks and I'd skip Mid-Ohio as a benchmark track since players can usually go much quicker there than in real life in my experience.
 
The original mod was designed to require a decent but also careful outlap to warm-up the tires ahead of a hotlap. The mod was revisited ahead of the Automobilista release, I forgot the details and didn't inspect it myself but it's publicly available.
 
Is it just me or is anyone else bothered by the lack of round tires and unsmoothed polygons? Yeah, I know, physics first and I agree, but... ugh, at least the tires could be round?
+1000
AMS version looks better (tires and polygons)
 
hmm, i'll see how the gmt's look in that version, otherwise i'll definitely be up for re-creating or smoothing out the current rims in 3dsmax
 
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