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NASCAR 09: Handling
NASCARmini

NASCAR 09 Input System and Driving Models

By: Mike DeVault and Guillermo J. Garcia-Sampedro

In NASCAR 09 we wanted to make a big improvement in the way the car handled out on the track when steered by the controller.  We were happy with the way that the steering wheel controls worked coming over from 08.  However, the inputs and handling when using the thumb-stick on the controller was an area we saw the need to improve on. 

The community was a big help in letting us know what adjustments needed to be made and we spent a lot of time researching what people were saying about our existing NASCAR 08 driving model.  In going through the feedback from playtests, media reviews and from the community, it became apparent that opinions were split on the matter of car handling.  Some really enjoyed the challenge of the simulation driving experience we delivered in 08 while others found the learning curve a bit too steep.  We were very happy that we had been able to deliver a simulation handling model that a lot of the hardcore fans were able to get behind, so for NASCAR 09 we set our sights on producing a second driving model geared for those looking for a more forgiving experience.  Additionally, we also targeted wholesale changes to the controller input model to give the player a better feel of the steering inputs regardless of if they were hardcore or more entry level fans of the game.

Guillermo J. Garcia-Sampedro is the Software Engineer on our team that we tapped on the shoulder to get the job done.  Game making is a hugely collaborative effort, however, Guillermo is very much to credit for the success of the controller inputs and handling model for NASCAR 09.  With that in mind, I think I’ll hand the reigns of this blog over to Guillermo, so he can tell you first hand the process behind the creation of what ultimately became our new controller input system and our new driving models (known as NORMAL and PRO Driving styles in NASCAR 09).

Take it away Guillermo…

Thank you, first of all, I would like to say thank you back at Mike for spending many hours helping me tune the thing. As Mike stated earlier, there was a huge challenge to make the game appeal to people without affecting the handling for those who already liked it. The very first thing that went into making the game handle like 09 was to check for the correct vehicle dimensions, the correctness of the center of gravity, the tire models and small things along these lines. As you can probably think, that in all took a lot of time to check and correct where necessary, it is a very time consuming task. After this was done, it became clear to us that we needed to make the physics engine scalable in realism as well, and since the game was originally meant to be a hardcore simulator, mainly driven with a steering wheel, then additional parameters to the physics engine were added to allow for such capabilities.

With the addition of these new parameters, the idea of the driving model system came along and after the usual ‘name shuffling’ process; the Normal/Pro modes became the final driving models that we were going to ship in the final game. This driving model system allowed us for a highly configurable physics system based on parameter blocks, all fully tunable by production, and all of that while in real time. This feature was also widely used for play testing and Q&A to find problems that were very difficult to reproduce under normal playing conditions but they could still happen in rare occasions. The Pro driving model that shipped in NASCAR’09 was basically the same driving model that shipped in NASCAR’08 but with revised geometry for the cars, revised dimensions and tire slip curves and other minor tweaks done to the physics system to make it more enjoyable while still maintaining the difficulty of it.

All these new physics model system and revised data provided us with a good baseline to start concentrating on the player’s side of the game, questions like, is it too hard?, too easy? With these goals in mind, great deal of attention was then paid to the gamepad controller. This was done because we all know that a gamepad is not the preferred input device for driving cars, and therefore a lot of those driving mechanics needed to be tailored for the gamepad before it could be made comparable to the steering wheel. The challenge proved a hard one to solve, but I must say that here was the moment when having a strong background on R/C vehicles really helped to come up with the solution for this particular problem. The idea of a driving game is the same as in R/C, where part of the problem is solving the issues with the physics, but the other big part of the problem is setting up the game controller to make the car feel more like a real car.  Two words were spoken of: fun and challenging, as the main goals for handling in NASCAR’09, and at the same time, nobody wanted the car to drive by itself either.

Custom tailoring the controller physics to match the physics of the car was a technological achievement and a huge team effort to get it just right. The entire team, and in particular Mike, they all provided invaluable feedback and that was key to make the final tweaks to create the handling model that shipped on NASCAR 09.

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jrksr40
by jrksr40 on 11/11/08 11:44 PM
they will never fix it.look it still not fix what a joke.
C 0 L D E
by C 0 L D E on 11/11/08 9:47 PM
MAKE IT ABLE TO RUN DIFFERENT LINES AT EQUAL LAP TIMES AND ALLOW SOME SETUPS TO WORK BETTER IN LONG RUNS MORE EFFECTIVELY. ALLOW THE FREAKING HIGH LINE TO BE AS FAST OR FASTER AND ALLOW IT TO GET MUCH BETTER SPEED OFF CORNERS, ESPECIALLY AT TRACKS SUCH AS MICHIGAN WHERE THE HIGH LINE IS REALISTICALLY THE PREFFERED LINE. PLEASE GIVE US SIDE BY SIDE RACING AND MORE OPTIONS FOR MAKING OUR SETUP TO RUN ON. Please do this not at the cost of the low or middle line, because the biggest thing every driver truely wants, of course, without any doubt, is good side by side racing and that's what we live for. Side draft also needs to work more effectively. Alright, I have almost no complaints about Nascar 09 that are too big, but the little things have to be changed. Some of the adjustments are not realistic, not good. I think that all assists should slow you down, but without them should be controller friendly still. I believe that online leagues should be set up as they are allowed in Madden 09, since we do it anyways. I think that two players should be able to play at the same time, and Call Of Duty needs to have the for online play just saying.
Poor_Lad
by Poor_Lad on 29/10/08 9:20 AM
To me, the most annoying thing about this game is that is freezes up often. And it seems to happen more often on night tracks.
bercules20
by bercules20 on 23/08/08 8:59 AM
Can someone tell me why it's only one player?Would you make a fighting game one player?I don't know,it doesn't make sense to me.Why have the last couple of NASCAR games not included the gauge that lets the player know the effect that the "tuning" is going to have on the handling of the car?(NASCAR THUNDER 04 had it and it made much easier to preform and understand) Instead...You have to mess around with stuff...then load the track...practice run...find out you need to change things....go back...try again...load track..practice run...go back...try some more things...practice run again...and so on and so forth..an so on an so on...it sux!! If we were all mechanics maybe it wouldn't be so stressful, but I'm not, sooo... being able to adjust things like Brake Bias,Wedge,?cold Press?,Camber,Caster,sway bar,and oh yeah, Gear Differential-is way too much of a pain in the a$$ to want to deal with.I got this game to race and have fun.NOT to need a night course in automotive mechanics.
LeatherNeck55
by LeatherNeck55 on 29/07/08 8:00 PM
can someone please tell me why my friends can not see my downloaded car during a race session? this goes foe every friend that has raced with me. there car downloads but mine stays gray the whole time. ive contacted EA on this and "of course" they don't know the problem! any assistance would be greatly appreciated.
viva la mike j
by viva la mike j on 16/07/08 10:13 PM
http://www.youtube.com/watch?v=m3vC-fe5d7g
viva la mike j
by viva la mike j on 14/07/08 9:35 PM
The handling is great, now fix the profile lockup problem.
KGriff17
by KGriff17 on 14/07/08 7:33 PM
Can you please fix the locate your design button on paintbooth.....please.
mwils1
by mwils1 on 14/07/08 4:46 AM
EA..you really are on to a great game but I can't believe some of the problems/issues you left out there...like the profile issue...I completed all 77 challenges..then because my profile would not load..I couldn't even start the game with deleting my profile and starting all over again...and why can't I save more than 1 profile anyway.... other issues..what happened to running standings on the left..and why the performance points online? At least allow the host to toggle this feature.. all of these issues seem fixable to me...that's why so many people are upset.. thanks
krystianwolf
by krystianwolf on 12/07/08 4:35 PM
Nascar needs a patch for multiplayer I have friends who dont have ps3s and want to play split screen
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