How racers are simulating their way to success

As costs continue to rise and prying eyes aim to peek at any advantage they can see a rival working on, simulation is becoming an increasingly vital tool in motorsport. Its advantages for drivers – giving them near endless seat time ahead of events …

As costs continue to rise and prying eyes aim to peek at any advantage they can see a rival working on, simulation is becoming an increasingly vital tool in motorsport. Its advantages for drivers — giving them near endless seat time ahead of events to learn tracks, cars, and procedures – are obvious, but simulation has a much wider use aside from letting people log laps.

NASCAR’s Next Gen car, now in its second season, was of course the product of countless real-world laps at a number of tracks, both on and off the Cup Series schedule. But while it was turning laps on track in late 2019 and early 2020, Landon Cassill was turning laps in the virtual world. Simulation has been a key component of NASCAR for over a decade now, with Cassill describing it as “absolutely fundamental.”

“The simulators are running all day, every day,” he tells RACER. “The only teams that aren’t using simulators at a large scale are the teams that aren’t factory backed or manufacturer supported. The largest teams like Hendrick, Joe Gibbs Racing, Stewart-Haas, those guys are probably in the simulator every single day. Maybe it’s not every driver every day and every team every day, but there’s probably some sort of team representation in that simulator seemingly every day.”

Such reliance on simulation is far from unique. Virtually — if you’ll pardon the pun — every series does it with track testing either outlawed or deemed too expensive to do on a regular basis.

For Landon Cassill, plugging into a simulator yields valuable seat time as a driver along with the vital data for the teams and manufacturers. Motorsport Images

“There’s been an evolution from on-track testing, which is really the best way to test a car but not necessarily the most efficient or cost-effective way,” says Cassill. “Racing series years ago put limitations around testing in an effort to control the costs that were spent on R&D, but if that money’s there, it’s going to get spent and smart people find a way to work around it, so that’s where simulation was created.

“But even before we were driving driver-in-loop simulators, the teams and manufacturers were building their cars and building their setups in simulation programs,” explains Cassill, who first tested with Chevrolet in the early 2010s. “Essentially (they were) preparing a virtual version of their race car and evaluating the potential data of that car before they ever put those setups underneath the real car. So NASCAR’s been pretty far along for a decade when it comes to engineering and simulation.”

It’s not all about cost-saving and efficiency, though. In series where regulations are tightly policed, simulation gives the opportunity to find sneaky advantages.

“In our sport, our cars are intended to look the same,” Cassill notes, “and so we don’t have the visual control of a wing of change or an underbody change that F1 has, where you can see those changes right in front of you and it’s easy to talk about. The teams have no choice but to talk about them or, or acknowledge them. As proprietary as the technology is, they can’t avoid it.

“In NASCAR — unfortunately for the sport, in my opinion, and for the fans — the teams are able to hide a lot of their technology around this stock body. And for years and years, there’s a lot of ingenuity that doesn’t get talked about because we don’t have to talk about it.”

NASCAR sampled Le Mans virtually before the Hendrick Motorsports Garage 56 Camaro took to the real track. Nikolaz Godet/Motorsport Images

The incognito nature of simulation also came in pretty handy for NASCAR’s recent foray at Le Mans. Before the Garage 56 project even got off the ground, Cassill may have — unknowingly, at the time — laid some of the groundwork while helping develop the Next Gen in its early days, as he divulged on Twitter back in June.

“I got a call from NASCAR — I’ve been in the sport for a long time and know a lot of the guys in the R&D center — and so got a call from them to come do a test, which to me wasn’t too unusual and I was happy to help with the Next Gen,” he explains. “They had a couple things that they were working through that I had known about, just being a full-time Cup driver at the time. I had known that they were testing and solving and developing that car to get it ready for us to race in the Cup Series.

“So nothing was too unusual for me, but they did ask me not to share much of the test plan when they sent it to me and showed me what we were doing — and the fact that we had Le Mans and the Daytona road course on the test plans. They had asked me to be prepared to run laps at Le Mans.”

For Le Mans, a baseline was needed. That was done with the help of iRacing laps in a Mercedes-AMG GT3 racer, and the previous generation of Cup Series car.

“It wasn’t super in-depth — it’s not like we were really turning big knobs, but they wanted to see a baseline of where we are at on this car at Le Mans. I wouldn’t say at the time that I had any specific knowledge or indication to myself that this was a potential Garage 56 entry and from that point on, I didn’t think much of it, to be honest with you.”

In fact, despite what NASCAR’s interest in Le Mans would develop into over the next three years, the simulator laps on Daytona’s road course drew Cassill’s attention more.

“I was, at the time, more interested in the fact that I ran laps on the Daytona road course as well because, being a current NASCAR driver, Le Mans seemed so far out there,” he says. “To me, I was more thinking, ‘Oh man, I’m probably going to end up racing at the Daytona road course’ and I hadn’t heard anybody talk about it. Obviously, that came into fruition pretty quickly because the Cup Series raced at the Daytona road course in short order after that.

“So the Le Mans thing wasn’t even really on my radar in the immediate future, other than I thought it was very exploratory. It didn’t feel random — I did feel like there was a purpose that NASCAR wanted to see some data of that car at Le Mans, how fast did it go down the straightaway and what the lap time looked like, the braking zones and what a general lap data would look like. So I knew there was a purpose. I just didn’t put too much thought into it like, ‘Oh, this thing might actually race.’

The on-track benefits of simulation to prepare cars and drivers might be relatively new, but the reasons for it are apparent. But now we’re also seeing engineers get their start in the virtual world as well.

“I’d say it’s happening a lot,” says Prescott Campell, an Oxford Brookes University student currently working as a structural engineer at the Williams F1 team, but who is also an engineer for Williams’ Esports division. “A lot of the other students I study with work part-time as engineers for various Esports teams, and they develop these skills that you don’t really learn during university — how to set up a race strategy, that’s not really a course that’s taught.

“So they can build these skills by being engineers for Esports teams and the software that’s used to analyze data is the exact same software that’s used in real life, so you get familiar with software that they need to use to get a job after graduating.”

Williams has found useful synergy between the engineering requirements of real world motorsport and Esports, which can help prepare young engineers for racing. Zak Mauger/Motorsport Images

The idea of an “engineer” in a virtual world might seem baffling at first but, as with driver and car prep, the reasons behind it are straightforward.

“With anything that’s extremely competitive, you need as many tools and people on the case as possible to efficiently find every advantage you can,” says Campbell. “It’s possible, but it requires a lot of work for a driver to converge on setups and they might not have the skills to use the software and the tools available in order to exploit these advantages that they might never come across.

“So it takes an engineer that has experience with data analysis and the tools they need to extract data from the driver running, then sweep through it, working with the driver — who might also pick up things that the engineer might not notice — and then try different things when the driver’s complaining about something or saying the car can be improved in a certain way.

“It’s the engineer’s expertise that can tell them what sort of setup change and direction they can go in. That’s not something the driver might know unless they have so much experience with setup changes.”

The virtual world also gives engineers — either working exclusively in the virtual world, or preparing for the real world — more time and space to figure out solutions.

“In real life, often the engineer has to make informed decisions on what not to look into, and to decide just based on their own experience, different aspects of the car to ignore or keep the same while they try and converge on a precise setting on a different aspect of the car,” Campbell says. “While in sim racing, you can basically sweep through all of these things because you have as much time as the drivers are willing to spend online.”

That being said, for drivers, the idea of “just pressing the reset button” feels like less of a luxury.

“Even just the process of resetting the lap if you make a mistake or crash still takes time — the time it takes to reset, but also the time it takes to start that lap over,” explains Cassill. “If you’re doing that, not even on a warmup, on a run change that you make in the car so that they can compare the data after the fact, you’re trying to get a clean lap for every single change.

“If you keep making mistakes or if you keep crashing, you’re kind of muddying up the data and resetting and that time compounds on itself. Just like any line of work — racing isn’t really that special when you’re trying to think of time over productivity, right? Just like anything, you get to the end of your shift and you’re like, ‘Man, have two more runs to get through — where did we lose that time?’ So I always try to be as efficient as possible in my feedback and how I get up to speed.

“To me it’s very similar to the final hour of a practice session. It’s like a two-minute drill for a quarterback. I try to approach the sim sessions as seriously as I would a practice session and be as efficient and diligent as possible.”

Because saving time, ultimately, is what results on the racetrack are all about.

The NASCAR world is jumping into the NFT game. Here’s how it’s going to work.

Explaining what NFTs are and how the NASCAR world plans to use them in the digital realm.

From diecast model cars and hero cards to apparel dripping in beer or car parts logos, collectibles are a big part of NASCAR. And now that’s expanding into a digital realm.

Speedway Motorsports — the company that owns and operates eight NASCAR tracks — partnered with GigLabs to create RaceDayNFT.com, the first NASCAR-related NFT marketplace, which launches Monday at 1 p.m. ET ahead of next weekend’s Cup Series playoff race at Bristol Motor Speedway.

“Collecting has always been a big part of NASCAR fandom, whether it’s diecasts or people who have collected our event programs — all kinds of things,” said Mike Burch, chief strategy officer for Speedway Motorsports. “So [we were] thinking, ‘How can we bring that over into our side of the world, our business?'”

With the increasing popularity of NFTs — or non-fungible tokens — in professional sports, particularly NBA Top Shot, Burch said he thought that digital collectibles could be another way to engage fans. Plus, it could contribute to NASCAR’s efforts to develop a new generation of fans, especially “young and technically sophisticated people who love motor sports” because “there’s a lot of them,” he said.

(Courtesy of Speedway Motorsports)

NFTs are comparable to baseball cards, but they’re obviously digital and can be just about anything, like highlights or championship rings. And with the use of blockchains, NFT ownership can be tracked. An example in racing is a Formula 1 video game licensed by the racing series offers NFT opportunities.

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“So while images and videos can be spread throughout the internet, there’s a certified, authenticated, verifiable copy that somebody can own,” said Douglas Dimola, the GigLabs CEO and co-founder. “They can then trade that; they can sell that.”

NASCAR fans have responded positively to digital tickets and digital race programs, Burch added, so why not digital collectibles that fans can buy, sell or show off in the marketplace?

“I think that the way that they build a community around [digital collectibles] is what really will give these NFT projects the longevity that they need, and that they’re capable of,” said Landon Cassill, a full-time Xfinity Series driver who’s paid in cryptocurrency from a sponsorship deal with Voyager.

When the RaceDayNFT marketplace launches, 10,000 commemorative ticket NFTs for the Bristol night race will be available for free, and 500 of them will be randomly selected as golden ticket NFTs. The same is true for Speedway Motorsports’ other playoff races this fall at Las Vegas Motor Speedway, Charlotte Motor Speedway and Texas Motor Speedway, and all the commemorative ticket NFTs will have sound effects or audio attached, Burch said.

Images of the two commemorative ticket NFTs for Bristol. (Courtesy of Speedway Motorsports)

For each of these four races, there are four components to the NFTs, including the commemorative ticket NFTs. Fans attending the any of these races also can scan a QR code and get a unique at-the-track NFT, and then they can buy 500 additional collectibles for $25 apiece.

But the rarest of these opening collectibles will be two Winner’s Edition NFTs for the four races, and those will be digital coins. One will go to the race winner, and the other will be auctioned off after the race.

“[The coin] has the track on one side and the winner and date on the other side,” Dimola said. “So the person who wins the auction will essentially have an NFT that they share with the the winning driver.”

Profits from the NFT sales will go to Speedway Motorsports for now, Burch noted, but depending on how successful the marketplace is, money could go to charities or be used as a fundraising tool.

“If it’s somebody that’s new to crypto or has never seen the space before,” Cassill said, “if NASCAR entities can create a way that’s understandable and is not intimidating and makes sense and gives those fans ownership over the things that they love — the drivers, the teams, the tracks that they love — I think it could definitely succeed, as long as it strengthens the community and empowers those race fans.”

Also depending on how fans respond to RaceDayNFT, the opportunities to expand what’s offered are “limitless,” Burch said, including NFTs with other NASCAR entities, the IndyCar Series or NHRA.

And as a reward for ownership, NFTs could translate into real-world experiences.

“So if you own this [NFT] at this specific time, then you can have a race-day experience or meet the driver,” Dimola said. “There’s so many options there, and because we can authenticate and verifiably show who owns what, you can actually create those experiences with these digital collectibles. …

“And as people see that activation come to life, that’s where it’ll really help sell the concept and get people more involved.”

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