The online racing simulator
Gathering data from a real car
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(34 posts, started )
You'll just have a privately release a realism patch that corrects(ish) some of the dumbed down bits
Why do they bother with all the detail of those supporting systems when the most important one (tires) is intentionally nerfed? Seems like a waste of resources
But it still makes for good advertisement and such - even if a lot of people don't like how sensitive and hard a true simulator is (especially on a gamepad/keyboard...) they like to believe that the game is very close to real. So if you tell them that it accurately simulates aerodynamic effects people will be like "oooh and ahhh", but if you let them play the game yet they crash all the times they will hate it so thats why you dumb down other parts of the simulation so its still easy to control (and add the aids).

So in essence its not really simulating it 100% correctly but it makes potential buyers believe something new and different has been added to their experience. This is from my perspective anyways, and from a marketing stand point it will attract people...
In other words "Shit Sells"
Quote from Ball Bearing Turbo :Why do they bother with all the detail of those supporting systems when the most important one (tires) is intentionally nerfed? Seems like a waste of resources

Various reasons. Suspension needs modelling well to make the cars roll, pitch and bounce convincingly, aerodynamics and engine need to be good so that acceleration and top speeds are correct (the game is at least quite realistic in a straight line), differentials (along with suspension and tyres) can still be used to tune the handling. A good clutch model is needed when the publisher (System 3 in this case) say it must be possible to rev the car up in neutral and pull away with as much wheelspin as you want, using any gear.
Quote from Bob Smith :A good clutch model is needed when the publisher (System 3 in this case) say it must be possible to rev the car up in neutral and pull away with as much wheelspin as you want, using any gear.

Just change the tires to have very close to 0 for frictional values on all the surfaces. That should do the trick! Hehe, way to burn your clutch though, or something. I am sure putting the car in 5th or 6th and trying to spin the tires will be bad... (Unless your talking about going through each gear and maintaining wheel spin...) which is much better then my initial guess - and more or less what I think is meant by the publisher. In this case thats some lightning fast response and some good power
I meant, you need to be able to hold the clutch in, put it in any gear, and pull away, and be able to control the wheelspin by varying the throttle at launch. Of course the wheels will only spin in the lower gears, the main point is that the clutch is only a button as there are only 2 analogue axis to drive with. So a somewhat intelligent system to automatically vary the clutch (based on the throttle inputs) is needed.

Coincidentally, today I finished off adding a clutch model to my training sim (although you can't stall yet), it's fun learning out how to make all this stuff. I'll have to update the clutch model in VHPA to suit at some point now.
#33 - Dac
ive not read the whole thread so apologies if this has already been said. but for the major components they could just be weighed individually, all dealerships will have parts redily available or better still be even to tell you the weight over the phone. then just place where they are on the car roughly for the centre of gravity.
Yea Bob that sounds like fun, I am in the game industry as well although I am not as lucky to be working on a racing title quite yet. I have messed around with a few of my own small "driving" projects that basically had me moving around in car, although not very detailed or physically accurate by any means. Someday though... someday.
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Gathering data from a real car
(34 posts, started )
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