Also, do a search of Bill Bollinger's posts. He explained it much better
than I :)
John
> > "John Pancoast" wrote...
> > > I'd disagree with the physics being dumbed down, but
> > > the drafting model is whacked, agreed.
> > In what way John? -Cars have definate slipstreams and having a car close
> > enough behind gives extra speed as well (because airflow doesn't detach
> > until the other guy's spoiler you don't have to pull a turbulent wake
> > along). "Aero push and "aero loose" due to other cars can also be felt.
> > So what I would expect to happen from a theorethical point of view is
> there.
> > Whether these effects are on the right scale I wouldn't know, neither
what
> > other factors should come into play. Some people have reported "feeling
> the
> > wall" or another car due to air being bunched up between it and their
car,
> > other say this is not modelled. Personally, I wouldn't know. I know when
> > I've really taken it out to the wall, but whether this is due to tactual
> or
> > solely visual feedback I can't determine.
> > I'm not trying to contradict you as I have no actual knowledge to base a
> > rebuttal on. I have no real idea of what it should be like. I would say
> that
> > given my basic knowledge of aerodynamics it's plausable but I wouldn't
> stake
> > anything on it.
> > It would be instructive if you could elaborate on your views a little.
> > Jan.
> > =---
> Jan, short version is that it's to strong, especially at tracks it
> shouldn't be. I.e., Texas, C***te, Michigan, etc. Places where the
> draft does exist in actual racing to a lesser degree, but in the game, you
> get the same drafting affects at these tracks as you do at Tally/Daytona.
> Darn near *every* track seems to have this.
> Strictly IMO of course, but seen a *lot* of things happen in sim races
> that make you go "huh" ?
> John