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  Title: Nascar Racing 2003 Season
User's Article Rating: 6.03
Number of views: 41512
Users's Comments / Reviews: 23
Developer: Papyrus
Publisher: Sierra
Simulated Series: Nascar
Demo: Yes [123 MB]
Article Author: Speedmd
Date posted: 28-08-2003
Pages: 1 / 1
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Nascar Racing 2003 Season Setup Guidelines

Since so many of you are getting the patch through the means that are becoming available, and since the patch is aimed to reward realistic setups, Now is probably a good time to offer some details of what is currently "realistic" in WC circles. These are some guidelines I gave to the Beta team during the patch development process, with some additions and clarification:

Everyone, Since there seems to be some question about what is "realistic", let me give you some very general guidelines:

1. Look at the Jasper setups. But look at them in the unpatched game, cause the patch alters the front spring rates of existing setups.

2. If you want, write down what the unpatched game has for spring rates in the Jasper setups, bring a Jasper setup to the patched version of the game, and reset the spring rates. Knock the RF camber down to about -1.5, and you'll have a driveable but tight rather realistic setup.

Rules of thumb for "home grown" realistic setups:

3. Any oval with average speed of 180 mph or higher will have nose weight around 50.8%. (In game, I get 50.7% to work nicely in many places. The 150-170 mph ovals will have it around 50.3-51.7%. Short tracks & road courses, 50.0-50.5%. This is about 0.3 less than what you might see on a real scaled Cup car, because they're weight without the driver. NR2003 weighs them with the driver. A WC driver sits where about 45-47% of his weight is on the front, a slight majority then is at the back.

4. Any oval with banking 12 degrees or flatter can have equal front springs. Steeper banking will usually have a stiffer RF. Figure about 100 lb of TOTAL front spring increase (left and right added together) for every degree of banking above that. Figure also, oh, about 100 lb of split for every three degrees above 12, but be ready to go plus or minus 50 on that.

5. Any oval with banking 12 degrees or flatter MAY (or may not) have the RR spring as stiff as the RF, maybe even a bit more.

6. Rear spring split: The only generalization here is that the LR is never stiffer than the RR. Spring split is all over the road; as long as it's positive split, anything goes.

7. ear bar: get by without a rear bar, except at road courses. If you want better turning with "realism", raise both ends of the track bar, or drop your wedge. 47% wedge in post-race measurement is not uncommon.

8. Front bar: Big honkin' bars everywhere except the short tracks and road courses. Big starts around 1-5/8", but you ain't really big honkin' till you go 1-3/4". For the short tracks, expect 1.5" do be a practical maximum, 1.125" to be a practical minimum.

9. Track bar: split of zero to 1.5" typical range and yes it can be split EITHER way, except at the plate tracks.

10. Caster: 2 left 4 right is run pretty much everywhere, it can vary about half a degee either way. Increase it where you really want to throw the car around.

11. Shocks: More rebound than compression is universal. The way the shock settings are scaled in the game, having compression 2 steps numerically higher that rebound will still fit that scenario.

12. Toe: Zero at plate tracks, positive toe-out elsewhere, usually 1/16" (faster tracks) to 1/8" (slower tracks). Dover and Bristol might see even more.

13. Tires: There are so many more tire codes in real life than in the game, and this area is too sensitive to my job such that I can't go into it here. I will say that if you're going to try to drive realistic setups (which I heartily encourage), the very realistic proctice of having the RR tire pressure 2-3 psi below the RF, and the two left sides equal, has worked nicely for me.

These are only guidelines. There are many opportunies to deviate from these, and still be "realistic."

Here is a setup for Las Vegas that conforms to these guidelines and runs pretty nicely.

You can use it as a very approximate building base to extrapolate for other tracks:

1.625" front bar. 500LF 550 RF Springs. 300LR, 475 RR Springs. Track bar 9.75" Flat. Camber +6 LF, -1.5 RF. 50.7% Front weight. 49.5% wedge. Caster, 2 deg LF, 3 deg RF.

It's not a "maxed out" setup. You can be more aggressive with it and still be "realistic".

And the nice thing is, you'll be much more competitive in the patched version of the game by using more realistic parameters.

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Author: 20-08-2003
Awesome article. read it about 5x. Now wish someone would give some pointers on the Busch cars..
Author: 20-08-2003
I'll try anything to go faster & not get run over and left behind.Brake bias,what's UP with that?
Author: 21-08-2003
Good job
Author: 21-08-2003
Thanks for the help!!
Author: 21-08-2003
good job. thanks for the effort
Author: 21-08-2003
Fantastic. Thanks a million!
Author: 21-08-2003
This sounds good I will follow this guide in my setups and see what happens. Thank You!
Author: 03-09-2003
this is very helpful as all the other guys in my league are on teams and i am the lone gun...do u know what site i can get the setup adjustment sheet from..again thanks very helpful info dennis
Author: 09-10-2003
It has helped get the car become more stable which in turn has developed more speed. Thanks
Author: 11-10-2003
Thanks for the great info, I do a lot of set-ups for our league !CRT! This info will help me get a faster jump on developing them. Thanks D. Carter
Author: 03-11-2003
Man,alot of information.Definitely will have to read it more than once.Great job.
Author: 18-11-2003
I run in a totally, no aids league, this info has been a great starting point. You have my thanks.
Author: 01-12-2003
GJ thanks
Author: 29-12-2003
Aren't the Busch cars the same, except (i think) a 5" smaller wheelbase and a smaller carburaetor? I would imagine using almost identical setup guidelines, unless that 5" less would upset the handling balance... besides, the PWF setups are great setups :)
Author: 02-01-2004
BGN cars do not have a shorter wheel base,...they are identical to the Cup cars but do have a 1" smaller wheel and rim,along with a lower set of compression rings and a few less horse power!
Author: 26-01-2004
Good article, but some of the things in here i dissagree with. Namely having ZERO toe on High Speed tracks. Running a negative toe-IN is a recommended setup. If the tires are perfectly strait, then at high speeds they will wobble. Nonetheless, if its toed out, your car will drift going in to a turn. Also HS Tracks require nose weight to be all the way to rear! Plain and simple, more rear weight you have, the more the rear spoiler flatens, ala less drag on the car. Good work tho. Nice to see others writing to improve the game.
Author: 06-02-2004
Great article, killer info. with the details you need to make the difference. Thanks.
Author: 07-03-2004
Great info. I have had a easier time with this than I do on my Real Race car.
Author: 11-03-2004
Thanks a ton for this. Maybe now I can get around the track without getting run over by lap 5. lol
Author: 13-03-2005
Very good info. I am just starting to tinker with setups. Wish I could find some real numbers for setups to compare with what the game setups are. Guess have another soda and hunt.
Author: 30-01-2006
Thanks for the tips! I just started online racing, so these should be useful. I find myself getting lapped by the third lap, even on plate tracks.
Author: 07-07-2006
Great guide! Just a few questions though, for the plate tracks what are some realistic min's and max's for spring and camber setups? Also, what is a good ride height for these tracks and does it play a major role in the handeling or aerodynamics of the car in the game?
Author: 15-06-2007
Good information. Thanks!

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