I doubt Scawen feels particularly pressured. Tyres are by far the least understood part of a vehicle, and also the most important to get right. This is why it is worth spending the time on.
Aerodynamics are probably next most complicated but those effects are, for the majority of cars, not so significant. LFS could definately benefit from improvement in that area though.
Pretty much any other area of vehicle simulation is fairly straightforward, however, so it's usually just a case of making it right using known formulae. The same cannot be said of tyres and aerodynamics, although there are many known simple approximations of the two, all approximations have their own weaknesses. If Scawen can pull this off, I for one would be interested in licencing his tyre model, if it can be written in a way it can plug in to other vehicle dynamics engines (I doubt it's being written in exactly that way know, but I'm pretty sure Scawen has componentised his vehicle engine to some degree).
Not much more, I would have thought. Although more realistic, it does introduce it's own problems. I've not played with a multi-body engine first hand, however.
Not quite correct, Mr Bogey. The unsprung mass is calculated but LFS uses a single rigid body model, so there mass for the wheels does not move separately in the physics engine. Likewise the inertia for the body always includes the wheels, rather than being separate. Scawen has then done some clever trickery in order to compensate for this (adjusting forces and such) so that spring rates work out, and unsprung mass does have largely the correct effect. I don't know the technical difference that going to a multi-body physics engine would provide.
Nice to look out the back of my house at everyone elses roofing and see who has the least insulation by how fast the snow is clearing. I am surprised that it's varying a lot half way across semis.
Yes, Ferrari Challenge (and Supercars, which shared the same engine) were sims in nature, although not to the detail I've achieved with NTG2011. Look at it this way; the Ferrari engine was the state of the vehicle physics when I joined the company... what do you think I've been doing the past 3 years?
Answered above really, but this is really quite a sim orientated game, with stuff layered on top to appeal to the casual racer. There are assists you can turn on which clearly absent on the real sprint cup cars, but with the exception of the steering assists (pretty essential for driving with a pad), they are assists that exist on real cars.
PS2? Not a chance. We're pushing hard just to get the framerates we want on PS3. For Wii, the game is obviously cut down. IIRC, when the Wii team first got the game running with all 43 cars, they were obviously very pleased (memory in particular is really tight), but no amount of optimisation will get you from 4 fps up to 30. You've just got to remove things compared to the big consoles. Of course, gamers expect this, but importantly you'll still find all 43 cars in game on Wii.
Excellent. This will be the first title out with my name on it and my vehicle physics, so I'm obviously hoping it blows the company's past titles out of the water and puts our name on the map a bit more.
We've developed an entirely new online multiplayer physics system for dealing with remote cars and their interactions. At the very least, it should be a good improvement over Ferrari/Supercars.
Single player, yes (43 car races). Multiplayer, no. Not certain what limit we're going with but the upload bandwidth of typical users Internet connections has to be considered for a P2P network. I think the console manufacturers give a limit to the upload developers can use on a system, and things like voice comms eat into that. I believe the new multiplayer system uses less bandwidth than before, so there is more potential in the system.
You can find a lot on questions and answers over on the Eutechnyx forums. I can't talk as frankly there as I show as staff so all responses have to be very considered for company image and so forth, and I can't go into much detail on this forum either because there's still the NDA in my contract.
Yes, I am the vehicle dynamics programmer at Eutechnyx, so the physics of the sprint cup car in NTG2011 is largely down to me, although I'm not doing much of the fine tuning on the track specific default setups (that's very time consuming and I've plenty of other things to be doing).
I've also helped tie the car tuning interface into the real physics (so it works as well as being pretty), and worked on the low level AI (that is, how the AI drives the cars). We have a dedicated AI programmer for the high level AI (that being where the AI wants to go, which is way more involved than you would have thought).
Incorrect. After EA's performance, NASCAR are no longer doing exclusive licences. GT5 has a licence for the sprint cup car, as has iRacing. Only Eutechnyx has a licence for the whole series, the drivers, the tracks, etc. There's no outbidding going on.
You only need to wait until February for that. Eutechnyx have the licence for a few years so you'll very likely be seeing more NASCAR titles from us in the future too.
If enough people keep asking for a PC release, it might improve the chances of the next title being release on PC too.
I too put the same concern to him and he came up with some good reasons.
* A real driver is used to all the physical forces acting on them and, consciously or not, these are influencing how they drive. This is why it can be harder for a real driver to transition to sims than vice versa, as they are losing sensory inputs instead rather than gaining them.
* NASCAR are big on entertainment, one aspect being lots of cameras mounted on cars. You can compare what the driver is doing with the wheel and pedals compared to driving in the sim. In fact he has been quite critical of iRacing in places, which has surprised me.
* He's chatted with drivers too and can compare the techniques he's using at a track with what they do. He's also worked out the general setup of a car from watching it go round the track and confirmed this with the teams. Clearly his attention to detail is excellent.
* On the assumption that iRacing has got some aspects right, he can compare how adjusting something in that sim affects the car in a different way to our sim, and we can think about why and if we want to do anything about it.
We have tuned to the tyre slip to get the car to yaw in a way that matches telemetry data, and then he mentions the same figure for tyre slip, is very encouraging. He's honest too, if I ask a question he doesn't know, he'll outright admit so. This gives me confidence to trust what he's saying. Plus he really likes my new force feedback system which cheers me greatly, although I suppose thanks should go to Todd Wasson for conveniently explaining how it all works on this forum some time ago.
I should have elaborated about Richard's test drive with Eutechnyx; he's working here for a little while to give us feedback on the setup adjustments present and the physics in general, plus help refine the default setups for each track. He's picked up a lot of knowledge about the sprint cup series in general from talking to drivers and engineers so is actually proving more useful that I would have expected on the technical front (which is great).
He's staying in Newcastle for the weekend too so I'll offered to take him out tomorrow night. I'll try and be a little better behaved that I was with a certain Norweigan guy on a pool table in Wales...
I'd be fine with half a meg broadband if I were only surfing. The trouble is, a half meg line running well is much more consistent than a much faster line that's chocking down to half a meg (response time and packet loss being key here).
It's only for downloading large files (or high quality streaming if you wish to dirty yourself with that idea) where I find high speeds are really useful. I'm with Virgin and the past couple of months, the connection is clearly being restricted before midnight, as my download rates jump from 120kbits to 1600kbits at precisely midnight, every night. I can't notice a difference when browsing though, so as far as I'm concerned, advertising higher speeds all the time for sales is irrelevant. It can be much slower so long as it works and most people will be just as happy.
If your battery is 110 amps by 12 volts, then it can supply 1320 Watts (how did you come up with 15840, did you square the 12 for some reason?), so you'll need at least 3 of them to supply enough power for the motor (even then, only just at 100% efficiency; so really you need at least 4).
If the motor is 12v and drawing 333 amps, then to run for 90 minutes you need 500 amp hours, which is 5 batteries. More with inefficiencies considered.
That's over 100kg of battery already, add in the rest of the mass of the car, a driver, and maybe passengers and luggage, and that's a lot of inertia for a little over 5hp to be moving.
Just arrived and packed into my car. One step closer to becoming a tractor...
Maybe I should invest in a toe rope too, and start charging people for pulling them out of the snow. Would go some way to recovering the small fortune this is costing me.
We don't need more threads like this. Scawen has told us he's not giving us much insight into the tyre model development process, so there won't really be any news until it's ready.
My 16" steelies should be delivered today, and then tomorrow I'll be ordering my winter tyres. With AWD I'm faring a lot better at accelerating and such than most cars, but I've still had to get the shovel out twice, and braking does so little on snowy roads it's scary. Most roads here are pretty good but get away from the gritted main roads with heavy traffic and it's such a different story. The road I live on is appalling, massive tramlining where everyone drives in the same place, car is all over the place trying to drive in a straight line, because the grooves in the snow are a bit bendy.
Roundabouts are particularly good for showing how badly people position their cars too, the snow isn't clearing where the lanes are. So I drive in the right place and feel like I'm a snowplough.
Nah, just malicious. I decided it was proving too fragile and I was bored of repairing it, so after the, err, attack, I carefully dismantled it and put the cans back into boxes, but when I moved house I recycled them to make way for the bottle collection.
Every single beer bottle is different. Got about 100 atm. Weight isn't so much of a problem as is how to bond them together into a structure in the first place. Glass glue is rather expensive (and I'm not sure it would be up to the job?) and you can't weld glass unless it's Pyrex. Plus unlike cans, they don't exactly stack vertically either. Suggestions welcomed...