>as for the GTR MOD it would be rather easy to play graphic desigher for a
>day and play with some config files to create a few more cars which do
>nothing other than mock the game itself.
I normally don't back away from arguing with idiots, but this time I
have to pass. I honestly don't even know where to begin, other than
to say that you should do some research into the arguments you're
making. At this point you're discussing things that you have no
experience with or knowledge of.
As far as GTR2002 goes, it was designed by an accomplished
professional sports car race engineer using data from his actual shop.
It has been tested by drivers for the FIA GT series and other top
sports car drivers in order to make sure that the driving feel and
actual mechanics of the car and tires are as convincing as possible
given the limitations of PC hardware.
Another simulation that is worth keeping an eye on is Nascar 2003
which is being released by the developers of Indycar Racing, Grand
Prix Legends and the Nascar Racing Series. Always a few steps ahead
of other simulations, this year's version (the final in the series) is
based around data that has been gathered with the assistance of
Goodyear Tire and Jasper Motorsports. Early previews from the race
engineer involved in the project indicates that tires will heat and
wear in a way that is completely authentic and that setups can be
taken directly from a real stock car and applied to the sim.
All of this said, we are still a full decade at best from having a
100% authentic race car simulator. However, the above games, as well
as Grand Prix Legends, all reward using real life racing techniques
and car setup theory. The Gran Turismo series does a great job of
allowing someone to experience the thrill of driving high performance
cars with a gamepad. Then again, so does Sega GT 2002, and Project
Gotham Racing, Metropolis Street Racer, Rallisport Challenge, and F355
all arguably do an ever better job. I don't see any one playing these
games and talking about optimal tire temperatures or traction circles,
then again I'm not sure that those basic concepts of driving a car
really apply in those particular game worlds. Generally it's hold
down the throttle trigger for as long as possible, hit the brake
trigger as late as possible (often while still holding the throttle
trigger), hit the throttle trigger as quickly as possible and hold it
down. In GT type game there's really no point in practicing things
like trail braking since raw lateral velocity is more important than
weight transfer when determining the optimal line through a corner.
Anyway, do yourself a favor and get a decent PC wheel and copies of
the above mentioned simulations.
Jason