I've snipped out your excellent description of how speeds tend to creep
upwards in oversteering vehicles over the length of the run, but it's
very accurate and very well done! Usually these are pretty small
differences, but over time they can amount to quite a bit of error in
mph. I've seen finishes that GEEZ calculated at 100mph+ which were
actually only about 40mph! But as you said, GEEZ gives you the tools to
straight it all out.
About that part, however, I think I can offer you a little assistance.
If you have one section of the course that doesn't look right, mark off
that one section by clicking on the start of the block, then holding
down shift, and clicking on the end of the block. When you release the
shift button you'll see the block is high-lighted. Now press the
Adjustment button on the speedbar. This will take you into a Range
Adjustment so you can change the shape of just this one part of the
course...without affecting any other part.
Experiment with this a little bit, and you'll quickly learn how to make
even a challenging map look good.
Brian Meyer wrote:
> Yesterday, we had a course with a turn at the beginning that was just as I
> described. It was a relatively loose surface, and the constant radius turn
> went over a hill slightly, so it set up a wonderful drift as I crested the
> hill. I could keep the rear of the car in check by just countersteering a
> bit and giving a bit more throttle (ESP FWD turbo Talon). The course maps
> were just horrible. I got one somewhat close to reality by adjusting the
> finish G's by -.07, but everything before that turn looked wrong.
> The best way I can think of to correct this would be to use a yaw rate
> sensor, so the G-Cube could tell the rate of the turn and figure out that
> you were oversteering through that sequence. I'm sure that would make the
> price of the G-Cube more then most of us are willing to pay.
> Hope this helps, and sorry I didn't address the questions about the friction
> circle. Maybe in another note...
> -Brian Meyer