Date: Sunday, February 19th Time: 12 PM eastern time Race Length: 125 laps Sim: rFactor 1.255 Mod: VHR 2011 Version 6 Fixed Setup: Big thanks to Chad "LugnutUSA" Dunbar for his contribution! Car Set: Sprint Cup Cars Track: VHR Daytona Fuel Setting: 2x 1x (Feb. 18 - we've been practicing with 1x, so leaving it) Tire Wear Setting: 1x Driving Aids: Auto Shift, Clutch, low TC, low SC Damage Multiplier: 50% Time Compression: 2x Flag Rules: Full flags and Pace Car. Blue flags display but no penalties. Race Start Time: In-game Time of Day for the Race Start: 12 PM Drivers do not need to come to a complete stop to ESC All 3 virtual mirrors available and highly recommended Unique Vehicle Selection is on
It's an amazing setup Lugs, I was pretty impressed with it during the 80 laps I put in last night. I got a 48.082 running solo and I do believe a 48 dead might be possible.
A primer for those new to Daytona, from Darrell Waltrip...created for NR2002 so not all the RPM/speed numbers match up, but the technique he talks about still applies:
Re: SimHQ 2012 VHR Daytona stock cars - 02/14/1212:21 AM
Wow, Darrell Waltrip said about 49 second laps. We were doing better than that (not by much) on our practice last night. Good videos. I really need my G27 to get here, though.
Re: SimHQ 2012 VHR Daytona stock cars - 02/14/1201:21 AM
Originally Posted By: K_Cybulski
Wow, Darrell Waltrip said about 49 second laps. We were doing better than that (not by much) on our practice last night. Good videos. I really need my G27 to get here, though.
Re: SimHQ 2012 VHR Daytona stock cars - 02/14/1201:23 AM
Originally Posted By: K_Cybulski
I finally have my G27 so now I need to get it all set up and ready.
You won't know yourself now... Transferring from a control pad to a wheel took me a month, but with that Simraceway wheel you had a head start on me... But you'll still have the problem of transferring acceleration and braking inputs from finger tip to toe tip...
Re: SimHQ 2012 VHR Daytona stock cars - 02/14/1201:49 AM
Originally Posted By: Pumbaa666
Originally Posted By: K_Cybulski
I finally have my G27 so now I need to get it all set up and ready.
You won't know yourself now... Transferring from a control pad to a wheel took me a month, but with that Simraceway wheel you had a head start on me... But you'll still have the problem of transferring acceleration and braking inputs from finger tip to toe tip...
Oh and welcome the the G27 club
I watched you race Sunday. If I can get within about 50% of what you're doing, I think I'll be pretty happy.
Re: SimHQ 2012 VHR Daytona stock cars - 02/14/1202:07 AM
Originally Posted By: stewartforgie
It's an amazing setup Lugs, I was pretty impressed with it during the 80 laps I put in last night. I got a 48.082 running solo and I do believe a 48 dead might be possible.
Holy cow. I got down to 48:324 as my best during about a 25 lap practice run just now. Fairly consistant 48:4-6's alone. Nice setup Lugnut!
Re: SimHQ 2012 VHR Daytona stock cars - 02/14/1210:05 AM
Darren Blythe / 88 / AMP
A very tentative entry from me. I had been soooo much looking forward to this but i've been invited out for a belated birthday lunch which was half organised on my behalf before i was even told about it lol
These VHR races are so few and few between that i would have sacrificed almost any other event. I guess Murphy's law strikes again.
Providing I can keep things contained to 'lunch' then i should be back in time, however there's a distinct possibility it may turn into lunch/late night/wake up with a sore head. In which case i'm stuffed.
Anyone got a good excuse i can use for not showing to my own party??
"Hey guys, I have some important business I need to attend to for a few hours - if you're still interested in doing something, can we meet up at [location] around [time]?"
I've just signed up for the FFRL Daytona 500 with a prize of $250. Its using the VHR2012 mod with fixed setups. The sign up page is http://www.ffrl.org/ It's on the 25th Feb. Anyone else up for joining me?
interesting, considering it, not great at ovals chad and pumbaa will agree with me on that 5 laps down in my first oval race, crashed in the watkins glen on, and yeah not particularly great at these, i will run here first, and if there is still space and i enjoyed the one here then i may come over and put an entry in
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1204:00 AM
Guys, I saw a few things tonight that everyone will need to be more careful about.
Don't crowd whoever has the inside line and push them down onto the slickery yeller line.
Moving down on the inside cars to try and squeeze between the two cars when there isn't enough room.
Rubbin' is okay. Slammin' is not.
No one was being intentionally bad, but with the way these cars move around, it could turn into a pinball game with little effort.
Remember to stay off the yellow line, and if you pass someone inside while on the yellow line, you have to give the position back. IOWs, the inside yellow line cannot be used as an advantage.
Thanks.
Next scheduled practice on Saturday at 12 PM eastern time.
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1204:36 AM
I was thinking about running with you gents, but that mod's got some of the screwiest FFB that I've even felt.
Just spent over a hour trying to tweak it, nothing helps. I've been through the Richard Petty Driving Experience and I can't get it to feel remotely like what I felt in those cars, no matter what I've tried. I've taken RealFeel out, put it back in and adjusted it from one extreme to another...can't even get it anywhere close.
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1204:39 AM
I'm definitely considering throwing my hat in...I did two tours in the MNRL Busch league and two other leagues during the NR2003 days, but the last time I raced online in any serious way was 200...8 - ish. My G25 has been sitting, gathering dust for months. I'd love to run but kinda worried I'd be the paddle in Doug's virtual pinball nightmare...
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1205:06 AM
Originally Posted By: Rigs
I'm definitely considering throwing my hat in...I did two tours in the MNRL Busch league and two other leagues during the NR2003 days, but the last time I raced online in any serious way was 200...8 - ish. My G25 has been sitting, gathering dust for months. I'd love to run but kinda worried I'd be the paddle in Doug's virtual pinball nightmare...
=-Rigs-=
Naaah! Come by Saturday and see how you do. Best way to get back into it is just log laps with this great group of clowns drivers.
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1205:21 AM
Originally Posted By: Rigs
I'm definitely considering throwing my hat in...I did two tours in the MNRL Busch league and two other leagues during the NR2003 days, but the last time I raced online in any serious way was 200...8 - ish. My G25 has been sitting, gathering dust for months. I'd love to run but kinda worried I'd be the paddle in Doug's virtual pinball nightmare...
=-Rigs-=
Trust me that's me... You've got a NASCAR pedigree so no doubt you'll do a lot better then you expect to... It's all for fun, and it's not like you'll kill someone being that paddle... Plus Lug's set up is incredibly stable through the turns... I just can't seem to control it down the straights yet... but I'm getting better...
If you can make the practice races saturday or manage to get online while someone else is it'll help sway that self doubt...
Originally Posted By: SteveGee
but that mod's got some of the screwiest FFB that I've even felt.
Good to see it's not just me who thinks it's all arse up... I turn it down a lot compared to my road racing set up...
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1205:59 AM
Originally Posted By: Pumbaa666
Good to see it's not just me who thinks it's all arse up... I turn it down a lot compared to my road racing set up...
Well, decided to try a couple of things out. First, I dumped the LeoFFB/RealFeel combo. It's a popular FFB setup on some racing forums, but it works best with a highly modified controller.ini file...which, from looking at the values, VHR doesn't have.
I installed the 0938 version of RealFeel's .dll (latest version). It incorporates some of the slow speed Leo settings...and the FFB is better, as long as I reverse the RealFeel FFB (Right Control-NumPad 8). I also reversed in the RealFeel.ini file one of the new Leo-style settings, eliminating that low speed (below 45MPH or so) weird pull to the outside feeling that 0936/0938 can give you and lowered the numbers on it.
That's made steps in the right direction, at least for me.
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1209:49 AM
Originally Posted By: SteveGee
Well, decided to try a couple of things out. First, I dumped the LeoFFB/RealFeel combo. It's a popular FFB setup on some racing forums, but it works best with a highly modified controller.ini file...which, from looking at the values, VHR doesn't have.
I installed the 0938 version of RealFeel's .dll (latest version). It incorporates some of the slow speed Leo settings...and the FFB is better, as long as I reverse the RealFeel FFB (Right Control-NumPad 8). I also reversed in the RealFeel.ini file one of the new Leo-style settings, eliminating that low speed (below 45MPH or so) weird pull to the outside feeling that 0936/0938 can give you and lowered the numbers on it.
That's made steps in the right direction, at least for me.
I have the FF slider down to 29 on VHR. Also try dropping the FF effects from Full to Medium. This removes all the canned effects which generally makes it a much more pleasant experience.
Re: SimHQ 2012 VHR Daytona stock cars - 02/16/1210:24 AM
I'm continuing to tweak RealFeel and VHR's settings and test...getting a bit better, but still can use some more tweaking. The new RealFeel, with Leo's code mixed in, it a bit weird at anything below 35MPH in it's default state but it's not too bad with some tweaking of it and the controller.ini file. For me, dumping that whole RealFeel/Leo combo that comes with VHR and starting fresh with RealFeel's latest was the best thing I could have done.
Can't decide if I want to feel that bump at the start of T1 or not....I sure do miss that big one coming out of T4, though. Almost wish they'd left it in when they repaved the track, gave it some character.
I'll also mention that the biggest thing anyone can do for themselves to prepare for this event is to practice driving a smooth, consistent line around the track.
In order to be fast here, you have to be able to line up with other cars and push them. This is impossible when the guy in front of you can't keep his car steady and is swerving all over in an unpredictable fashion.
Also, I wound up taking evasive action more than once while following people because they were lifting a little TOO much while following. You really have to stay on it at this track, even when you're backing off (as strange as that sounds).
On a personal note, as I mentioned last night I'm more than willing to work with people on the outside. If I'm behind you and you know the guy in front of you is going to block the low side I'll happily run the high side with you.
I also get the "shaking wheel" problem when I first enter the car and I'm sitting in the garage, but I rarely encounter it after that.
Does it go away after you put the car into gear? If so, that's part of Leo's code for low speed FFB. If it stays around until you get up to 35-40, that's where the settings seems to "transfer" from Leo to RealFeel.
I also get the "shaking wheel" problem when I first enter the car and I'm sitting in the garage, but I rarely encounter it after that.
Does it go away after you put the car into gear? If so, that's part of Leo's code for low speed FFB. If it stays around until you get up to 35-40, that's where the settings seems to "transfer" from Leo to RealFeel.
It stops when I grab the wheel. Even if I let go it doesn't start again.
After re-doing the FFB, I ran some with the RealFeel plug-in before TechAde incorporated Leo's slow speed code into it and some with it in, too...trying to see which one felt best. That wheel shaking started with his latest (0936/0938 versions).
I get that shake back and forth at the start now, too....I don't even have to touch the wheel, just put it into gear and it quits, even if I take it back out of gear. I do get some when I leave the garage until 35MPH or so, then it goes away...it's a product of the new plug-in I'm guessing, but I can temper it with lowering the throttle and brake feedback onto the steering axis in the controller.ini.
Guys, I saw a few things tonight that everyone will need to be more careful about.
Rubbin' is okay. Slammin' is not.
No one was being intentionally bad, but with the way these cars move around, it could turn into a pinball game with little effort.
Probably a good idea if you get into the grass in the front to try and ease back on track rather than kamakazi'n back on at T1 and T-boning an unsuspecting driver. Luckily I only have a bruised rib.
About pinching a driver down or taking away the inside, the same should be said for the guys who are already on the inside. Try to hold the inside and not come up on the track to pinch an outside guy into the wall. This is easier said than done...I know...I've been guilty and need to work on it myself...lol. There were a few times though I had a good run on the outside and had to lift because the inside guys were coming up the track, or ended up rubbing the wall. Then I lose all momentum and can't catch the pack and end up in the back.
The setup is great, but it takes really smooth movements to stay fast and not all over the place. When I'm pushing I end up adapting the driver style of the guy in front so I don't wreck him but it can get really hairy at times...lol. If I'm being pushed and get ahead of the guy behind I'll stay on the gas but drag my brake for just a second so he can catch up. It's better to stay connected for speed than staying alone with no help while both are running the same slightly slower pace.
Probably a good idea if you get into the grass in the front to try and ease back on track rather than kamakazi'n back on at T1 and T-boning an unsuspecting driver. Luckily I only have a bruised rib.
Sorry Weasy, I think that could have been me . I had a helpful 'push' from Henny that sent me spinning off onto the grass. I had intended to feed back in at a slightly more sympathetic angle but despite being hard on the brakes the car just slid along the grass like a hockey puck and i ended up at right angles to the traffic. I was careering towards the track with my head between my legs thinking i sure hope there's no one coming. Unfortunately there was lol
No more grass related shortcuts and i've sent flowers to the hospital
Re: SimHQ 2012 VHR Daytona stock cars - 02/17/1203:00 AM
Thanks for the flowers Darren! I was just yanking your chain about the accident. I probably could have lifted or tried to avoid but I thought for a second I might make it past your sliding beast.
I'll most likely be on Friday evening around 20:00 (8:00pm) EST for some good practice if anyone cares to join.
Re: SimHQ 2012 VHR Daytona stock cars - 02/17/1209:23 AM
Uninstalled all VHR Mids, redownloaded the latest, cleaned HD of all directories in hopes that I may have a chance. I'll install tomorrow and will attempt to run.
Uninstalled all VHR Mids, redownloaded the latest, cleaned HD of all directories in hopes that I may have a chance. I'll install tomorrow and will attempt to run.
*Panther* / 24 / Dupont
Panther when you say you have downloaded the latest, make sure that its the download from page one of this thread that you are using. the latest on the VHR site wont work.
Re: SimHQ 2012 VHR Daytona stock cars - 02/18/1201:45 AM
I havent tried VHR since the Simhq Daytona race last year. I know this mod is mostly multi, but has the offline play been improved? I remember AI pathfinding not being able to get on the track at practice etc.
Had a decent run early, then around about the 15th lap I started getting back spasms/cramps, those being nothing new to me I tried fighting through it, and made until the second round of pit stops... Had some fun racing with the leaders, DB, Mr Hill, Staniol, Stewart, Kevin and Saghen... But during the second stop I noticed my accelerator foot was asleep and was getting twinges in the calf muscle... Came out of the pits, did a few laps and it turned into a full on cramp... I couldn't fight through that, so I pulled out...
I'll eventually get the hang on these things... I'm getting better and better, I just need to keep a hold of the draft a lot better than I do and keep the damned things off the walls...
Congrats to the winners... and to all who finished...
i dont know what happened my end, started brilliantly and was right up there with the front lot but i brushed the wall and someones car on the other side so both sides had damage and i slowly slipped back with about 8-10mph less top end than i had at the beginning and so i slipped back, the problem was i had enough pace to stay with Saghen but in the end i think me sitting in front of him held him up, so sorry saghen i just didnt have the pace to drag you along mate
I thought about playing it a bit safe at first but that all went out the window when I touched the wall going into T1 at the start. I lost the draft by the end of lap 1 and just ran around alone for about 25 laps, pitted and only took rt side tires and ran alone some more for quite some time. I ended up in a three car draft for a little bit near the end of my second run but I'm thinking I should have taken 4 tires last time I pitted because I started getting all kinds of out of shape while drafting so I pitted again and took 4. By this time, like Pumbaa my back started cramping up but I thought I could work through it. Around lap 50 or so I tried adjusting my lumbar support on my chair while I was heading into the tri-oval and caught the safer barrier outcropping on the wall which crushed my right suspension and sent me through the grass. Looked like a great time to retire since I was at the end anyway a lap down with a broken car.
Hey, Weasy, I was behind you most of those first 20-30 laps, kept trying and trying to catch up and couldn't before the first pit. Then you were out in front of me again. I felt like my car was in slightly better shape and I was catching up just slightly every lap. But, then I tapped the wall and everything went worse.
I got kind of frustrated on the first lap because I bumped the wall and lost the draft, too, and being in the last spot meant I was in a world of hurt while I watched everyone else drive away.
I always hear about how the nascar people keep saying, "Keep digging." I just seemed to keep gaining positions after the scheduled pits - which reminds me I don't know how to select "don't change tires". What or where do I change that? I had all 4 tires changed, fueled up, and repaired damage each time I went in.
Anyway, after bumping the wall about 4 times in the first 50 laps or so, the last 72 or so I kept a good line. It helps that it seems a lot easier to handle when it is slower, even when you're slower due to damage.
Anyway, for my 2nd race, I felt like it was a huge improvement over the 1st one at Monza. The G27 has helped.
As Pumbaa says, I need to hold the draft better and stay off the walls. My next objective for a Nascar race is to finish on the lead lap.
A great race with green from start to finish! Well done to Lugnut USA for a well deserved win. I had decided early on to get to the back of the lead pack and just stay safe. That was working out ok till about lap 13 or so when there was a bit of moving around from a couple of cars close to me and we lost the draft. My next mistake was on the first pit stop where I decided to repair the slight damage I had picked up brushing the wall. I think the repair cost me more time that I was losing on the track! After that it was just a case of head down and get on with driving. There was a slight glimmer of hope during the last stint when I was running with Darren. By this time we were a lap down when the lead pack had a coming together. Unfortunately the lights stayed green so there was no lucky dog. All in all a great race and very enjoyable. It's great to know that there is at least one type of racing where I can keep pace with you guys.
Kurt, when you enter the pits a pit window pops up in your car telling you what all is scheduled. Use your up/down/lt/rt arrows next to the number pad to make adjustments...like telling it no left tires.
Kurt, when you enter the pits a pit window pops up in your car telling you what all is scheduled. Use your up/down/lt/rt arrows next to the number pad to make adjustments...like telling it no left tires.
You can also use your enter key to cycle through all the options till you get to the pit menu when you are on track.
Thanks! A lot of this stuff you guys already know. It's kind of sink or swim for me all these little things that can help you do well, or not doing it puts you in the back of the pack.... well and all the wall-kissing.
My initial plan was to just ride with the lead group and make laps; in a way I guess that's what happened.
As Stewart mentioned, once the lead pack split in two the race was essentially over. I saw them in my mirror and knew we could pull away, so at that point I started pushing Birdski a little harder to make time, and we just drove away.
I didn't have great pit stops today, Birdski definitely had us covered there. On my first stop I got stuck behind Chunx and had to wait for him to move. On my final stop I pulled too far forward and had to hit reverse to get the crew to do any work.
On the final stint I decided to go ahead and see if I could get through - I knew getting by Chunx was going to be rough after watching him chop some people off in practice
But once I got by I figured it wouldn't be long before the two of them passed me back - unfortunately the two of them tangled coming off turn four. Chunx got turned up nose-first into the wall and Birdski took enough damage that he was unable to keep up, and I just drove off to the finish.
Amazed that we did it with no yellows - though that turned it into something of an endurance race for sure.
Well,I had the following tasks for this race: - Survive - don't crash others I think I pulled it off! It was great, really enjoyed it. I made some wall contacts which made me slow, but I had enough work to let the faster guys pass me without issues, so I wasn't bored. Thanks for the race and congrats to everyone!
Re: SimHQ 2012 VHR Daytona stock cars - 02/21/1201:11 AM
For those of you interested in joining the FFRL Daytona 500 that I mentioned above, just a reminder that entries close on Thursday 23rd feb at 10pm EST. The gatorade duels will take place on the same day and there is an aditional $50 dollar prize for each duel winner on top of the $250 dollar prize for the main event winner. All details on how to sign up are on the link in my last post on this thread. It would be great to see some of the guys who ran on sunday entered , so I hope I see some of you on track.
Re: SimHQ 2012 VHR Daytona stock cars - 02/21/1204:47 AM
Yeah, tonight was the season opener for their VHR league. I signed up for it; dunno if I'll be able to run the 500 but I figured a weekly fixed setup league might be fun.
Tonight went well. This was the margin at the finish:
Re: SimHQ 2012 VHR Daytona stock cars - 02/21/1207:40 AM
Originally Posted By: Force10
I havent tried VHR since the Simhq Daytona race last year. I know this mod is mostly multi, but has the offline play been improved? I remember AI pathfinding not being able to get on the track at practice etc.
Nope. The AI still likes to crash against the pit wall. Maybe in the revised 2012 version. ....naaah, probably not.
Re: SimHQ 2012 VHR Daytona stock cars - 02/21/1207:48 AM
Originally Posted By: LugnutUSA
Yeah, tonight was the season opener for their VHR league. I signed up for it; dunno if I'll be able to run the 500 but I figured a weekly fixed setup league might be fun.
Tonight went well. This was the margin at the finish:
Re: SimHQ 2012 VHR Daytona stock cars - 02/21/1209:25 AM
Originally Posted By: guod
Originally Posted By: LugnutUSA
Yeah, tonight was the season opener for their VHR league. I signed up for it; dunno if I'll be able to run the 500 but I figured a weekly fixed setup league might be fun.
Tonight went well. This was the margin at the finish:
I havent tried VHR since the Simhq Daytona race last year. I know this mod is mostly multi, but has the offline play been improved? I remember AI pathfinding not being able to get on the track at practice etc.
Nope. The AI still likes to crash against the pit wall. Maybe in the revised 2012 version. ....naaah, probably not.
No, definitely not.
I was in a Facebook group until it was deleted that was started & run by some guys who worked with "corvette dave" on VHR before having a rather nasty split. Some of the talk was very...enlightening. AI was mentioned a couple of times but ultimately it was decided they would ignore it as multiplayer was the priority.
As for the rest...all I can say is that I hope someone comes along who knows what they're doing and puts together a quality mod for rF2 without having to "borrow" resources from other modmakers (or try, unsuccessfully, to rip content from iRacing).
rF AI is capable of decent(ish) pathfinding IF it's set up correctly. Chad, do you know if there's a particular issue preventing that from happening or was it just that Dave and the crew never got round to it?
Hard to say. CD put out a call on facebook asking for help with AI but I don't think anything came of it.
BTW, the comedy of errors continues. 2012 update 1.1 came out, the final update ever. It had problems so now there is a 1.2 which also had other problems so it was pulled and re-released and now there is a hint of a 1.3
Re: SimHQ 2012 VHR Daytona stock cars - 02/27/1204:39 AM
Well the FFRL Daytona500 was a blast! It turned into a bit of a wreck fest but luckily none of the yellows was down to me. I did lead for a few laps but unfortunately I got caught up in a couple of other peoples wrecks and ended up with enough damage to take me out of the running, for about the last third of the race however I hooked up with Duck and the Redbull car driver and we managed to make up some time. By the end of the race 3 hours and 52 minutes after the start, I finished in 15th place. Well down on where I had hoped for but not to bad considering the damage I sustained (including a flat which I was lucky to get back to the pits with).