There is something I don't understand here. What do you need to add to model gyro forces once you have rigid body dynamics (as described in some of these papers http://www.cs.cmu.edu/~baraff/sigcourse/index.html) implemented?
I'm not sure, but it seems unlikely they would work with two different engines at the same time. There is interview with Ian Bell in the latest AutoSimSport. He said their Falcon project is separate from Ferrari Project (and arcade Kart Attack). There is no info on Falcon on their website yet, I guess that is because they keep information on game concept and content secret as it's supposed to be something very innovative. In the middle of 2006 they were planning that Falcon would take them 2 years, so it may actually be released before Ferrari Project. Falcon for sure is multi-platform project (PC and consoles) and it has multi-threaded engine, so even if it is heavily based on ISI physics engine they had to take a deeper look at ISI code while porting it to consoles and making sure it works in multi-threaded environment. In the process, they might have been tempted to improve the physics engine significantly.
OK OK
RK said Richard Burns Rally is one of his favourite games. He prefers rally simulator over racing simulators because he can race in real life all the time but cannot drive in real rallies. In his opinion RBR is the best rally simulator and one of the best motorsport simulators. RK is rally fan, he likes rallying, and RBR allows to some extent to see how it feels to drive a rally car. Rallying and racing are very different and RK grew up on racing tracks, so he continues racing. He drove in Barborka Rally (in Poland, including Karowa Street SS) three years ago, but now he is not allowed to do it again. He treats simulators as fun and relaxing way of spending time. Although the simulators are developing in a good direction, they will never be as good as driving in real life.
I watched some short (7 laps) AI races in 3 slowest cars on all rallycross configurations, with X33 version. They all used default rallycross setups.
BL2:
- AI make violent turns at the entry to the pits (their path is just strange), as a result they almost lose control and crash sometimes.
- AI in XFG very easily damage their suspension on the jumps. They go into the pits to repair it even when it seems they could continue and finish the short race.
BL2R:
- Suspension damage in XFG, similar to BL2 situation.
- AI in XRG and XFG (less frequently) tend to hit the inside wall of T1.
FE5 and FE5R:
OK
FE6 and FE6R:
- Their behaviour after the race (I've seen it reported before) is probably due to lack of proper garages.
All configurations:
- They sometimes stop after the race but before reaching the pits. I'm not sure if it is caused by running out of fuel. If that's the case then maybe fuel calculations are too optimistic for gravel driving.
- AI are relatively not as quick as they are now on all-tarmac tracks. I guess it's not a bug though.
Then three people less (LFS Devs) wouldn't make any difference. Why don't you just leave LFS alone, take the remaining hundreds of people and establish your own project? Oh, wait, there already is a racing simulation with hundreds of developers http://forum.racesimcentral.com/showthread.php?t=125970
Rather then looks, my opinion is more a result of reckoning that the seat does not usually move relative to wheel and pedal base in a real car when cornering, accelerating or braking. On the other hand, finding a car that actually does that (seat moves; not that its constructor wanted it) may be easier near me.
I am looking forward to trying any motion simulator, although getting access to only SimConMOTION seems most likely here. Not sure if it would be any indication of the level of experience provided by the more expensive systems.
You must admit you are a little biased here. For me your product is really strange, an inferior solution (wheel and pedals not moving) still in the price range of FD 301, i.e. not affordable for a hobbyist. At the same time a device similar to yours can be built several times cheaper (SimConMOTION).
It's very simple:
tyre longitudinal grip = (tyre longitudinal force) / (tyre normal load)
tyre lateral grip = (tyre lateral force) / (tyre normal load)
What you describe is correct (on tarmac at least), it's just load sensitivity, although whether this effect should be stronger or weaker is arguable.
I'll just post my current ('WIP') versions of both programs here, while there is some interest in them. The new RAFTyreExtract should not have the problem mentioned (just checked with over 12 MB RAF). It also works with all 4 wheels and hopefully is more correct then the previous version, though I still know how to improve it further. The new version of MultiDim has two little new features: dimension listing option and double-click centering.
The longitudinal force is not available in rFactor internals plugin API (http://forum.racesimcentral.co ... php?p=3150984#post3150984). Unless there is another source for it, you would have to try deriving it from lateral force, steering arm force and suspension/steering geometry, but pneumatic trail seems to be also necessary.
Did you try changing the FF strength setting? It seems it should influence the result of the experiments with the wheel catching the slides on its own. When the FF is not strong enough the wheel has problems overcoming its internal resistance and turning quickly enough to keep up. Obviously, this is more likely to happen with higher angle modes because the wheel has to rotate quicker in such cases.
I was thinking of building such a device and using components of a strong FF joystick. All its electronics could be used and the steering software (or rather a driver or a bridge between a racing sim and a device) would be just a DirectInput application.
There is also another component originating from the lateral force and the mechanical trail, which is usually the most significant one, because the mechanical trail is usually bigger then the pneumatic trail.
Maybe the open wheel cars in nKP have smaller mechanical trail values and the SAT component is more visible as a result?
The AI cars in rFactor and GTR2 use simplified physics simulation, therefore the AI algorithms may be simpler also. Both these things are less computationally intensive than in LFS, where the AI cars are fully simulated physically and the AI has to do the same steering that we do. The approaches of LFS and ISI engine are very different, so IMO their performance shouldn't be compared directly.
This is not true. It's a market and people evaluate what they get for their money and compare it with other options. The current LFS pricing scheme is what the developers wanted, obviously while staying within the market constraints.