On the Track
with James Hawkins

It's time to jump back in the driver's seat for the most authentic racing game to-date. We went inside the EA Tiburon studio to find out what sets NASCAR® SimRacing™ above the rest, leaving all the other racing games in its draft. Senior Producer, James Hawkins gives the details of the key features of the new game.

EA SPORTS: How is the PC game different than the recently released console game?

Hawkins: We?re focusing exclusively on features that fans of PC racing games have requested, especially vehicle dynamics, physics, the latest rules and full field online racing.

NASCAR® SimRacing™ is completely based upon simulation principles and creating, as realistically as possible, the experience of driving a real stock car. Complex models are used for physics and all aspects of vehicle dynamics such as tires, engines & chassis. Virtual cockpits put the player right behind the wheel with limited vision just the way it is in real life.

James Hawkins, Producer
EA SPORTS: Who is developing the new title?

Hawkins:We are developing the game internally at the Tiburon studio in sunny Florida. The team includes veterans from Papyrus, creators of the critically acclaimed NASCAR Racing series, and the critically acclaimed F1 series, as well as experienced staff from the other hit games developed here. The team is a great mix of experience and enthusiasm built to create the NASCAR game that PC gamers are waiting for.

EA SPORTS: Talk to us about the new Cup and Series races in the game. How authentic is the game?

Hawkins: NASCAR SimRacing will be the only NASCAR game for the PC with the latest rule changes, including the somewhat controversial points system, known as the 'Chase for the Cup,' that is new to 2004. Other rule changes reflected in the game include: no racing back to the start/finish line; green, white, and checkered overtime finishes; and the 'Lucky Dog' rule where a lapped driver may get a lap back.

The additional Craftsman Truck and NASCAR Busch series add even more variation and depth to an already deep game. There?s enough racing to master in NASCAR SimRacing for some time to come.

EA SPORTS: What about new technology? I have heard that the new telemetry and audio is amazing.

Hawkins:Telemetry is hugely detailed, providing the player with very detailed feedback about their car and driving style. Multiple laps can be overlaid and compared exactly at any point of any lap. The following is a short summary of the things that Telemetry may be used to analyse.

Driver Inputs - throttle, brake, steering, gear & clutch
Engine & Gearbox Information - RPM, oil temperature and water temperature
Damper velocities & ride height
Tires - temperatures, friction and wheel spin

Telemetry is perfect for improving vehicle setups and driving style.

Moving on to audio, the engine sounds for NASCAR SimRacing have been created from audio streams captured from an actual car. We?ve managed to create aspects including transmission whine which have not been recreated in any other NASCAR racing game.

EA SPORTS: What sort of new features will be available for online play?

Hawkins:Multiplayer includes new features such as the ability to race with non player drivers, voice over IP, and most importantly improved performance with the ability to run races with 43 human drivers. We expect to see a lot of people playing NASCAR SimRacing online.

EA SPORTS: Looks like a lot of changes to the game this year. Any other new additions to the game you'd like to mention?

Hawkins:NASCAR SimRacing uses directX 9.0c and pixel shaders to render some of the most complex and detailed cars and track environments of any racing game ever developed. Pixel shaders have proven very effective for special effects such as the solar effects and glare which add a new dimension to the game and make the tracks feel much more natural. The cars are mapped in very high resolution so as to recreate absolutely every detail as authentically as possible.