On Sun, 09 May 1999 19:06:25 +0200, Matthew Birger Knutsen
>...is simple. Try figuring out the physics of a modern F1 car, in any
>way realistically. How the heck will you be able to do that?
>1) It is incredibly complicated with all the electronics controlling
>parts of the car, diffs, brakes, throttle..
And electronics are not already doing these things in our PC's? Heck,
I've got a full drive-by-wire Lotus 49 in mine. :-)
Seriously, it'd be less a problem now than modelling cars from the
full-active days, though you already have the likes of ABS and
traction control in some sims (however well or poorly they're
executed). And if you think about it, the hard part is for the real
guys, converting the electronic signals into the desired analog
behavior of the components. With sims, there's no analog part to foul
things up by behaving other than you expected it to!
Again, I suspect it's a lot easier to model how a car will behave,
given certain overall aerodynamic properties, than to actually build
one that will have those properties. But still, it'll be interesting
to see if and how N3, for example, models the effect of drafting on
downforce and grip.
Well, you could lurk behind the armco with a stinger missle and shoot
one down when it whizzed by. Then you only need to haul off the bits
and reverse-engineer! :-)
But no, as far as "accurately" modelling the minute differences
between each make of car, that'll never happen in a mass-market sim,
ever. Nor will it for a CART, Touring Car, or Nascar sim, as all the
teams work incessantly to find advantages and are not about to go
public with them.
All on the way, rest assured. Just buy the good ones and slam the bad
ones to all who'll listen. Companies are fond of profit, and tend to
do whatever brings more of 'em!
Steve B.
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