rec.autos.simulators

How to design a racing sim.

James Harmo

How to design a racing sim.

by James Harmo » Sun, 30 Jan 2000 04:00:00

After getting frustrated with over-aggressive and newbie drivers  in  GPL, I
figured out the best design for a sim.  The framework is something like this
and doesn't necessarily apply to GPL.  Let's start with a sim based on say,
Lemans type cars ala SCGT.   Closed wheels are much more friendly for online
racing but the speed is still there.  Obviously you start with a superb
physics engine like GPL but offer several tiers of realism.  You start out
in a career mode against the computer with slower cars and are also allowed
to race online through something like N3's WON.net, but... If you haven't
earned your way through the sim you can only race online against other
beginning drivers and slower cars.  They would be 3 classes each offering
greater performance and physics/damage realism.  The game would encourage
clean driving by penalizing you for damaging your car.  I believe DTR does
something like this.  The important difference from other sims is that you
wouldn't be allowed to race on the pro level unless you  had earned it.
"Earning it' means winning races against the computer or maybe even taking
tests like Gran Turismo.  Just think of it - no need to have password races,
peace and harmony for all.

A men

JH


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