rec.autos.simulators

Realistic racing and bumper cars?

John Do

Realistic racing and bumper cars?

by John Do » Fri, 19 Sep 2008 09:03:44

Unless you are planning on becoming a race driver, for which you
will need a lot more than a simulator, why worry about crashing
while racing? Personally, I like the idea of total realism with
respect to the interaction of wheels on the pavement combined with
the fun of being indestructible. Wouldn't that help solve the
problem of inexperienced drivers who don't let you pass? You could
do like the police during a real-life car chase and spin them out of
the way. Faster drivers will still always make up time when not
having to pass other cars. Of course it would advantage someone
who's good at bumping around in traffic, but that too is a skill.
I'm sure it's not a novel idea, but do any groups practice that in
online racing?

By the way, FWIW.
In spite of SecuROM, I totally enjoy *** racetracks in Simbin's
games. I wonder why anyone would want to race around an oval track
for four hours. Maybe the main e***ment in that is interaction
with other cars.

jeffarei

Realistic racing and bumper cars?

by jeffarei » Fri, 19 Sep 2008 09:14:30

The alternative is collision off racing, cars can go through each
other. Collision off was the norm for some racing games.

For the money. Worse yet are the 12 hour and 24 hour endurance races.

Regarding racing ovals online in games, especially open servers on NR2003,
it's the fact that just about anyone can win, in spite of their racing
skills.

Pete

Realistic racing and bumper cars?

by Pete » Sun, 21 Sep 2008 20:19:44



Not sure you're going to get many advocates here.  Besides, the netcode
is going to have to be pretty damn good to allow you to bump another so
precisely as to spin them out and allow you to keep going.  Haven't done
any online stuff in the last couple of years now so things have probably
improved, but normally any kind of coming together would result in both
cars careering off into the nearest piece of scenery.

--
Pete Ives
Remove All_stRESS before sending me an email

John Do

Realistic racing and bumper cars?

by John Do » Mon, 22 Sep 2008 00:40:42



>> Unless you are planning on becoming a race driver, for which you
>> will need a lot more than a simulator, why worry about crashing
>> while racing? Personally, I like the idea of total realism with
>> respect to the interaction of wheels on the pavement combined
>> with the fun of being indestructible. Wouldn't that help solve
>> the problem of inexperienced drivers who don't let you pass? You
>> could do like the police during a real-life car chase and spin
>> them out of the way. Faster drivers will still always make up
>> time when not having to pass other cars. Of course it would
>> advantage someone who's good at bumping around in traffic, but
>> that too is a skill. I'm sure it's not a novel idea, but do any
>> groups practice that in online racing?
> Not sure you're going to get many advocates here.  Besides, the
> netcode is going to have to be pretty damn good to allow you to
> bump another so precisely as to spin them out and allow you to
> keep going.  Haven't done any online stuff in the last couple of
> years now so things have probably improved, but normally any kind
> of coming together would result in both cars careering off into
> the nearest piece of scenery.

It works in GTR. It works in Need for Speed too. Obviously it's not
rocket science.

--
The first big front wheel rollerblades.

Google Groups is destroying the USENET archive.

jeffarei

Realistic racing and bumper cars?

by jeffarei » Mon, 22 Sep 2008 07:53:01

This is how Toca Race Driver 3 works. Turns out that your fastest
lap times occur when you use opponent cars as brake and cornering assists.
The normal strategy is to brake too late, ram the opponent car from
behind, sending that car off track, and slowing your car enough to make
the turn. During corner exit, if someone ahead isn't on the inside line, you
can dive inside going too fast timing it so your car slides into the
opponent car, bumping the opponent car off track, and keeping you on
track.

Because of tactics like this, many in RD3 choose to run with collision off.
In the older need for speed games (High Stakes and Porsche Unleashed), the
vast majority of races were done collsion off (drafting should be disabled
with collision off).

John Do

Realistic racing and bumper cars?

by John Do » Mon, 22 Sep 2008 09:44:45


>> I like the idea of total realism with respect to the interaction
>> of wheels on the pavement combined with the fun of being
>> indestructible.

> This is how Toca Race Driver 3 works. Turns out that your fastest
> lap times occur when you use opponent cars as brake and cornering
> assists. The normal strategy is to brake too late, ram the
> opponent car from behind, sending that car off track, and slowing
> your car enough to make the turn. During corner exit, if someone
> ahead isn't on the inside line, you can dive inside going too fast
> timing it so your car slides into the opponent car, bumping the
> opponent car off track, and keeping you on track.

That stuff is easier said than done against intelligent,
experienced, and skillful drivers.

--
The first big front wheel rollerblades.

Google Groups is destroying the USENET archive.

Ruud van Gaa

Realistic racing and bumper cars?

by Ruud van Gaa » Tue, 23 Sep 2008 19:04:55




>>> Unless you are planning on becoming a race driver, for which you
>>> will need a lot more than a simulator, why worry about crashing
>>> while racing?
...
>> Not sure you're going to get many advocates here.  Besides, the
>> netcode is going to have to be pretty damn good to allow you to
>> bump another so precisely as to spin them out and allow you to
>> keep going.
...
> It works in GTR. It works in Need for Speed too. Obviously it's not
> rocket science.

What I used in Racer turned out to be the simplest method; swap
velocities on contact. Just that. Unfortunately it doesn't handle
rotational changes (impulses) correctly but generally both cars are
going in the same direction more or less, so it looked quite convincing.
Also over networking.

Ruud

jeffarei

Realistic racing and bumper cars?

by jeffarei » Wed, 24 Sep 2008 09:10:25

Not when thse skillful drivers brake for corner entry, and the driver
behind choose to ram them. It's difficult to swerve to avoid a
rammer while under braking because lateral forces are limited. Some
method of placing blame on what driver was responsible for contact
would be needed to stop this.

John Do

Realistic racing and bumper cars?

by John Do » Wed, 24 Sep 2008 11:06:19


>>> The normal strategy is to brake too late, ram
>>> the opponent car from behind, sending that car off track, and
>>> slowing your car enough to make the turn. During corner exit, if
>>> someone ahead isn't on the inside line, you can dive inside
>>> going too fast timing it so your car slides into the opponent
>>> car, bumping the opponent car off track, and keeping you on
>>> track.

>> That stuff is easier said than done against intelligent,
>> experienced, and skillful drivers.

> Not when thse skillful drivers brake for corner entry, and the
> driver behind choose to ram them. It's difficult to swerve to
> avoid a rammer while under braking because lateral forces are
> limited. Some method of placing blame on what driver was
> responsible for contact would be needed to stop this.

I disagree. Maybe we can get together and you can prove how easy it
is.

--
The first big front wheel rollerblades.

Google Groups is destroying the USENET archive.

jeffarei

Realistic racing and bumper cars?

by jeffarei » Wed, 24 Sep 2008 13:24:51

Make this simpler, take two equally skilled drivers and allow only
one of them to ram the other from behind during corner braking, (with
a no damage, no fault situation), who wins?

Turn off collision and drafting, it may not be realistic, but it
eliminated any wrecker issues.

John Do

Realistic racing and bumper cars?

by John Do » Wed, 24 Sep 2008 13:51:03


>>> Not when thse skillful drivers brake for corner entry, and the
>>> driver behind choose to ram them.

>> I disagree. Maybe we can get together and you can prove how easy it
>> is.

> Make this simpler, take two equally skilled drivers and allow

No way.

--
The first big front wheel rollerblades.

Google Groups is destroying the USENET archive.

David Fisher's Left Testicl

Realistic racing and bumper cars?

by David Fisher's Left Testicl » Thu, 25 Sep 2008 16:39:25




>> Unless you are planning on becoming a race driver, for which you
>> will need a lot more than a simulator, why worry about crashing
>> while racing? Personally, I like the idea of total realism with
>> respect to the interaction of wheels on the pavement combined with
>> the fun of being indestructible. Wouldn't that help solve the
>> problem of inexperienced drivers who don't let you pass? You could
>> do like the police during a real-life car chase and spin them out of
>> the way. Faster drivers will still always make up time when not
>> having to pass other cars. Of course it would advantage someone
>> who's good at bumping around in traffic, but that too is a skill.
>> I'm sure it's not a novel idea, but do any groups practice that in
>> online racing?

> Not sure you're going to get many advocates here.  Besides, the netcode
> is going to have to be pretty damn good to allow you to bump another so
> precisely as to spin them out and allow you to keep going.  Haven't done
> any online stuff in the last couple of years now so things have probably
> improved, but normally any kind of coming together would result in both
> cars careering off into the nearest piece of scenery.

In rFactor it very easy to bump cars off the road and get away with it. The
online servers set the damage too low, hence the unrealistic driving
methods.
Ed Medli

Realistic racing and bumper cars?

by Ed Medli » Thu, 25 Sep 2008 22:01:56







>>> Unless you are planning on becoming a race driver, for which you
>>> will need a lot more than a simulator, why worry about crashing
>>> while racing? Personally, I like the idea of total realism with
>>> respect to the interaction of wheels on the pavement combined with
>>> the fun of being indestructible. Wouldn't that help solve the
>>> problem of inexperienced drivers who don't let you pass? You could
>>> do like the police during a real-life car chase and spin them out of
>>> the way. Faster drivers will still always make up time when not
>>> having to pass other cars. Of course it would advantage someone
>>> who's good at bumping around in traffic, but that too is a skill.
>>> I'm sure it's not a novel idea, but do any groups practice that in
>>> online racing?

>> Not sure you're going to get many advocates here.  Besides, the netcode
>> is going to have to be pretty damn good to allow you to bump another so
>> precisely as to spin them out and allow you to keep going.  Haven't done
>> any online stuff in the last couple of years now so things have probably
>> improved, but normally any kind of coming together would result in both
>> cars careering off into the nearest piece of scenery.

> In rFactor it very easy to bump cars off the road and get away with it.
> The online servers set the damage too low, hence the unrealistic driving
> methods.

I was doing a Late Model race a while back and it was down to a couple of
laps to go and I was ahead of a car I was racing for position. He gave me a
tap entering the corner and moved me up a bit and got around me. Zero
incident points were accessed to either of us, so it can be done
realistically if you know what you are doing. I considered it very good
racing.

Ed

Richar

Realistic racing and bumper cars?

by Richar » Fri, 26 Sep 2008 05:13:05








>>>> Unless you are planning on becoming a race driver, for which you
>>>> will need a lot more than a simulator, why worry about crashing
>>>> while racing? Personally, I like the idea of total realism with
>>>> respect to the interaction of wheels on the pavement combined with
>>>> the fun of being indestructible. Wouldn't that help solve the
>>>> problem of inexperienced drivers who don't let you pass? You could
>>>> do like the police during a real-life car chase and spin them out of
>>>> the way. Faster drivers will still always make up time when not
>>>> having to pass other cars. Of course it would advantage someone
>>>> who's good at bumping around in traffic, but that too is a skill.
>>>> I'm sure it's not a novel idea, but do any groups practice that in
>>>> online racing?

>>> Not sure you're going to get many advocates here.  Besides, the netcode
>>> is going to have to be pretty damn good to allow you to bump another so
>>> precisely as to spin them out and allow you to keep going.  Haven't done
>>> any online stuff in the last couple of years now so things have probably
>>> improved, but normally any kind of coming together would result in both
>>> cars careering off into the nearest piece of scenery.

>> In rFactor it very easy to bump cars off the road and get away with it.
>> The online servers set the damage too low, hence the unrealistic driving
>> methods.
> I was doing a Late Model race a while back and it was down to a couple of
> laps to go and I was ahead of a car I was racing for position. He gave me a
> tap entering the corner and moved me up a bit and got around me. Zero
> incident points were accessed to either of us, so it can be done
> realistically if you know what you are doing. I considered it very good
> racing.

> Ed

In Iracing, it seemed to me, that the incident system (I forget what
they call it), was tuned for circle track racing. Try the same thing on
a road course and see what happens. Any incident on a road course gets
you dinged, but on an oval, it's please sir can I have another.
I can see why they tuned it for ovals. Ovals being (unfortunately) the
pinnacle of racing in America.
Andrew MacPhers

Realistic racing and bumper cars?

by Andrew MacPhers » Fri, 26 Sep 2008 15:03:00


> Ovals being (unfortunately) the
> pinnacle of racing in America.

I've only recently had access to Channel5 & digital TV in the UK, and have been
watching... well, recording anyway, the Nascar races. The first few I watched all
the way through, probably because of the novelty. But even though I enjoy a bit of
oval racing myself (I can understand the challenge, at least on longer ovals... the
short ones annoy me), my watching has tailed off towards zero, with an awful lot of
fast forwarding. I guess oval fans would say similar things about F1 or the BTCC,
but I just can't maintain interest across a 400 lap race and a dozen yellow flags,
with fifty-ish drivers.

Like most sports, I guess it's largely cultural. You grow up with these things and
they become ingrained in your habits. You 'mesh' with the sport and the changing
participants.

I do still get some pleasure from the Nascar races though. I play a game called
'guess the combined weight of the pit lane crew'. Some of them are a big sneaky and
have a skinny guy on the team. It throws my calculations way off.

Andrew McP


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