>>I have to admit it *seems* that way - the mechanics of tyre / road
>>interaction are very poorly understood compared to the relatively
>>straightforward physics of a modern jet fighter, but I wouldn't want to
>>get into a flame war over it ;-)
>>I wonder if any of the flight sims accurately model a stalled aircraft?
>>The maths involved with that seems simply horrendous. If any software
>>house has managed to do that by the physics then I take my hat off to
>>them!
>You misunderstood me too. I meant workload on the user. A fligh-sim
>requires a lot more brain input than a racing sim.
and instruments to handle, but 95% of the time, things aren't happening that
fast--and the other 5%, you're usually not doing much with radios and such (I
don't tend to be fiddling with such things after the middle marker). A closer
comparison would be a good combat simulator, where things DO tend to be
happening rather quickly. But look at what, in my experience, is the most
useful play mode of a combat sim--the padlock view in Falcon 3.0. Even with all
the patches, it doesn't have much instrumentation... I'd say that going three-
wide into the corner at Martinsville (a recipe for disaster) requires just as
much brain input as dogfighting F3's MiG-19 from Hell...
RM
http://www.racesimcentral.net/~rmanning/vulpineracing.html