Well, I remember reading about how someone questioned how relevant
physical feedback is in driving sims. Anyone who has driven a car
at anywhere near the limit (wet pavement is the best due to the lower
speeds and more progressive slides) will know that the human body is
remarkably sensitve to pitch, yaw and roll changes. If you tried to
rely on your eyes and ears to anticipate when a car is going to spin
I would suggest you would end up backwards every time, many people do
not realize what a major part physical sensations play in the driving
experience they just take it for granted. I can guarantee any good driver
could anticiapte and correct brake lock-up while wearing sound-killing
headphones. There are a myriad of physical sensations that tell the
driver what is happening around him (her), a few of them would be;
steering feedback -very important-, yaw variations -oversteer corrections-
, subtle acceleration/deceleration changes- -brake lockup-, wheelspin-,
centripital (sp?) acceleration changes -understeer sensitivity-. One may
not realize it but the 'ol brain can constantly analyze the magnitude and
direction of all the acceleration vectors affecting a car and note any
changes of these vectors and make corrections automatically, this is a
pretty staggering feat when you think about the technology reuired to
simulate this sort of input/output loop. The bottom line here is that
driving simulations are little more than hand-eye coordination excercises
and you simply cannot equate the skills acquired in a simulation to
actually driving a car, and correspondingly regardless how prefectly accurate
the simulation programmers make the software, there is simply not enough
feedback presented to the simulation driver to anticipate what is going
to happen while driving, so the point about sims needing a lot of compromise
stands.
A good example is how pilots use full 3-axis simulation, to prepare them
for the real world, but even full 3-axis simulation os only considered a
minor part of their training, and is followed by dozens of hours of real-
***pit side-by-side training. If the military considers 3-axis simulation
to be inadequate for anything but familiarization training, this points
out how useful a dynamically-correct driving simulation would be on a PC.
Hope this ignites more comments
Brian U.