> >A feature where you could preset the grid, both online and offline.
> Enter GPaL!
If this will be in GPaL, then great :o).
I can wait for it to appear in GPL2, I'm patient :o).
Not necessarily :o).
No, I dont mean the ghost feature found in F1RS, and Viper Racing, and
TOCA (both 1 and 2, I think) :o). You know normal offline racing,
where you race the AI cars. Now imagine those AI cars driving like
real sim racers from all over this planet. How should a feature work
that make the AI race like other sim racers do. Well, just let the
simulation record the behaviour of those sim racers, record a couple
of starts, and a couple of laps, then add this information with the
AIs racing behaviour (passing, lapping, etc). You will then get AI
that race the racing line of the real sim racers, brake where they do,
have their corner speed, acceleration and top speed, and have the AIs
normal racing behaviour (passing, lapping, etc).
I doubt it is, especially when you're sitting just in front of a
screaming engine, I doubt you even hear your own tire squel. I have
raced real FFords after driving a lot in GP2, and my first surprise
was that I didn't here tire squel during hard cornering. This actually
made it harder for me to drive at first, before I learned to drive
with my ass :o). At the end of the day I was cornering so hard I lost
the rear in almost all corners, but there was no tire squel. I had by
then found the limits and by staying just below these I did some nice
lap times, but that's another story :o).
The only way I could tell I locked up my front wheels was by seeing
them stop spinning, and this was in an FFord, which doesn't have a
screaming V12 :o).
So if all this is true ;o), then the tire squel is only in GPL and
other sim racing titles to help us "feel" we are close to the grip
limit, and in my opinion this feedback is much better done in GP2, or
even GP1 for that matter. To Papys defense I can say that Geoff
Crammond (father of GP1 and GP2) has had a much longer time to perfect
this sound feedback :o).
I know how to brake in GPL... well, kind of :o). I have done a low
1:28 in the Ferrari at Monza :o).
The problem here is that you have no way of telling if you got off too
much from the brake, until you hit the yellow stuff (gravel), so that
would mean you suggest that I'll be pumping the brakes. A lot of
braking in GPL is also done during camber changes, which also suggest
pumping the brakes. As I've understood it this is not the way to brake
effiecently in a race car. In a real race car you brake by feel, in
GPL you brake by memory...
Driver data and driver input is two different things. Driver input is
steering wheel angle, throttle pedal angle, brake pedal angle and
gearing with timing info, so the info can be put back into the
simulation when the replay is resimulated. At 36 fps a 2 min lap
should only take around 60 kb.
Not really ;o).
/Christer