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  Title: DTR Sprint Cars
User's Article Rating: 6.39
Number of views: 4789
Users's Comments / Reviews: 5
Developer: Ratbag
Publisher: Infogrames
Simulated Series: Dirt Racing
Demo: Yes [19 MB]
Article Author: Allen Ebert
Date posted: 29-04-2003
Pages: 2 / 2
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Total: 16 Screenshots

 

DTR Sprint Cars Basic Setup Guide

Right Rear Spacing: Like having a steering wheel without turning. The Higher you go with the spacing the more the car will turn. If your car is over turning lower the spacing by intranets of 1 till the car straightens up. Throws the balance off in the rear to help steer the car threw the corner at high speed.

Steering Lock: Is more for comfort. Lower you have steering lock the less the car will plow, and determines how fast the front wheels turn. (Be careful you don't want your wheels to be over steering)

Wing Position: Forward is better 0.00. By moving you wing back gives you more traction on the rear tires. Be careful doing this it will tighten the car up really fast. If you start a race and the car is loose. You can put your wing back and it will tighten the car up for you. This is very difficult to do during a race.
Wing Pitch: helps breaking up the turns. Helps you turn. The higher you go on the pitch the more you will turn (helps best on sharp curves).

Wicker bill: Is a traction devise. Its best to have it attached.
Gear Ratio: Is difficult to determine the gear. A good rule of thumb to go by is redlining the car before the finish line off turn four. You want it to almost red line just before the finish line on the front stretch and imagine the finish line on the backstretch. You don't want to spin the tires in the corner.

SUMMARY

The rule of thumb on picking the right gear for a ¾ mile ½ mile to a ¼ mile track is. ¾ mile you should use a 5.15 to start and go down or up from there. A ½ mile you should use a 5.20 go up or down and a ¼ mile you should use a 6.05 gear to start then lower it down from their if you have tire spin.

The rule of thumb is the slower you go in the corner without spinning the tires is you will be faster when you exit the corner (Slower is Faster). Going into a corner you do not want to slide up the track. You want to stick at the bottom. The hardest thing to do is crack the throttle going into a corner. If you can get that down you have it set.

At the start of a race if you have trouble popping wheelies theirs two reasons for this having a very high gear and punching the throttle. The Cure is lower the gear or feather the gas till you get enough RPMs to punch it.

The line is difficult to stay on all tracks. Most line are down by the burm or rail. For example Terre Haut Speedway this track is very slick and pushy. Starting line going into turn one. Get close to the black line you want to put your front left tire on it. All the way threw the turns into the exit. Make sure you don't touch the grass or that stupid rail it bites and it don't let go! If it lets go your going for a ride. Coming out of turn two you want to imagine the finish lines right there in the center of the straight away. You want to go straight to the wall (DON'T SLIDE AND DON'T HIT THE WALL). When you get to your imaginary finish line crank it and hit the line going into turn three ride the line come out of four head up to the wall and do the same thing going into one. Only crack the throttle halfway threw the turn, just enough to set the car to the turn (Just enough for the tires to bite).

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Author: 12-05-2003
Very nice guide. A wonderful addition to our Sprint Car Section. Thanks from all of us at BHMS.
Author: 24-07-2003
Excellent!!! You must race in real life.
Author: 16-05-2004
GREAT ARTICLE!!!!
Author: 28-05-2004
Excellent article......
Author: 01-09-2004
Nice guide but with the tortion bars the softer you go on one corner of the car the more traction you get on that wheel so with a stiff right rear bar you will be looser than with a soft right rear bar

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