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Old 09-27-2003, 11:46 AM   #1
Bonegavel
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Join Date: Nov 2001
Location: Macungie, PA
Racing Sim Ideas

Not that this would ever come to fruition, but I'm starting a design doc for a Racing Sim based on NASCAR type racing. (I have this need to always be creating something) This may be one of those things that if I gather enough info and get excited enough, I may throw caution to the wind and dust off Visual Studio and see where it takes me.

With that said, what would you like to see in a Race Sim? My intial thoughts are:

1) Give the player the option to be an owner, crew chief, or driver. (he can choose, 1, 2, or all 3.)
  • Owner: deal with day to day operations, financials, hiring talent, facilities, etc.
  • Crew chief: setup cars, make in-race decisions, keep notes on tracks/setups
  • Driver: in-race decisions, personal baggage, reputation

I see giving the driver a list of choices to make in certain situations (which may depend on a certain attribute) e.g., your driver is put into the wall during a race. When the race is done, you are prompted for action:

1) go punch other driver in face
2) just complain to media
3) when interviewed, simply say "Hey, boys will be boys" and smile.

make it such that each decision will build reputation which could affect sponsor deals, fan like/dislike, etc. Also, rivalries will be tracked.

Basically, I would try to inject *real* situations using the history of NASCAR as a guide. Driver types could even be based upon known figures and their would be other racing series in which to scout talent. An owner could delve into engine building (ala Yates) or building cars for other teams (if their facilities are large enough, or they have the right investment in people etc).

Items of concern where i am really interested in comments:

1) unlike football, there is no mention of salaries anywhere or sponsor dollars.
2)Detailed list of car tweaks and their affect on a car both at setup and in-race (i know the basics, but there are many).
3) How race earnings are done. I understand that the sponsor stickers on cars (around the wheel wells) is another way for a team to earn money.
4) Costs of various items: car construction, engines

If this sort of thing interests you, post your ideas. Thanks.

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Old 09-27-2003, 01:17 PM   #2
sianews
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Join Date: Jun 2001
Nothing to contribute at the moment, but I would love to see a NASCAR sim!
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Old 09-27-2003, 01:30 PM   #3
cartman
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Join Date: Nov 2000
Location: Le stelle la notte sono grandi e luminose nel cuore profondo del Texas
I remember that back in the early '90s, Wizard Games out of Scotland had a text based F1 racing sim, that had some of these same themes you are describing. Maybe that game is on underdogs, for a little bit of research.
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Old 09-27-2003, 01:32 PM   #4
cartman
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Join Date: Nov 2000
Location: Le stelle la notte sono grandi e luminose nel cuore profondo del Texas
dola,

They still have a website, and a shareware version. Enjoy!

http://www.wizardgames.com/gpw.htm
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Thinkin' of a master plan
'Cuz ain't nuthin' but sweat inside my hand
So I dig into my pocket, all my money is spent
So I dig deeper but still comin' up with lint
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Old 09-27-2003, 02:17 PM   #5
RendeR
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Join Date: Aug 2001
Location: Buffalo, NY
Just for some general statistics for the state of NASCAR right now:


Costs:

Building one car, engine NOT included: $50-75 thousand
Building 1 500 mile race ready engine: $50 thousand

Average salaries for shop personnel and pit crews: 30-50 thousand
Drivers generally take 50% of the race winnings plus a percentage of the sponsorship money based on what they do for the sponsor.

you may also want to factor in costs of suppoting the pit crew and team members while on the road at longer distance events. hotels food supplies clothing etc.

lots of other stuff. Check out this site for more info and links to hundreds of information sites about nascar:
http://www.jayski.thatsracin.com


let me know if I can help further!
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