rec.autos.simulators

WSC - Updated Feature List ! Damn, this looks good!

Thomas Heinema

WSC - Updated Feature List ! Damn, this looks good!

by Thomas Heinema » Tue, 30 May 2000 04:00:00

Taken from http://www.racesimcentral.net/

There are a new preview there aswell

"Additional Features Include:

Physics model for WSC has been worked on for over 5 years
Developed to help the driver compensate for the lack of feeling due to no
sensory feedback from any sims to date

Dynamic Center of Gravity, the mass and the distribution of the mass changes
during the race affecting the car behavior

Unprecedented work for the tyre model

Modeling of the suspension, A-arms movement , camber of the tyre change
while car in movement, dynamic roll centers change all of which effects the
feel of the car

Fuel level during a race changes the Center of Gravity and thus the handling
In high performance cars the suspension doesn't move a great distance so the
roll center wont change much, but it does change and how this changes
greatly affects the handling characteristic of a car

The size of the contact patch ot the tire is modelled, again affecting the
slip angles from the tire model.

Vehicles body panels and components are implemented and allows to easily
dislodge and lose relevant body panels during impacts

Car modelled can be deformed to various degrees, to allow for damage which
is not enough to dislodge panels but enough to bend them.

Difference between aluminium and carbon fibre body: Aluminium will have a
tendency to bend more and carbon fibre will tend to fail more.

Abuses of the transmission, engine, tyres will increase the chances of
failures as the race progress

Tyre failure is part of the driving model: Slow punctures, blowouts,
delamination and flat spots could happen.

Suspension geometry setups: bumpstops, spring rates, A-arm lengths and
positioning, rollbar rates, dampers, ride height

Engine and transmission setups: gear ratios, drive ratios, torque and power
curves.
LAN and Internet play will be fully optimized, with consideration of latency
inherent from current connection speed / bandwidth

The host of a race will have the option to set a sliding scale for the frame
rate (maximum cap)

Host of a race will have the options to set different parameters, like race
length, categories etc..

WSC will be a demanding game running with full details, it has plenty of
scalable options to make it playable on a wide a range of hardware

The game uses DirectInput and the game will allow you to use any input
DirectInput you can enumerate, even custom made controller

Clutch will be fully implemented, ability to stall the car, slip the clutch,
burn it out etc...

WSC is highly editable, with scripts included to make tweaking easy for 3rd
party developers
These scripts will enable you to add new classes, championships and
eventually even new cars.

Range of weather effects is planned, including effect of the wind on the
car.
Variable weather will be implemented affecting car behavior as track gets
wets or drier.

A screenshot feature will enable to select a moment in the race and be able
to select an angle to take pictures

Full multi monitor (2 video cards in WIN98), linked (1 monitor on each PC
via a LAN) are implemented

Brake modeling including friction glow Smoke and Fire Effects

Effect of dirt in the game : as the game progress the car will become more
and more covert with dirt, oil, ***, carbon dust, bugs...

Driving using the***pit view : the windscreen/visor will become harder and
harder to see through.

Uses A3d to get full 3d positional sound and for the sound to be affected by
the environment

The use of the latest technology from Staccato for simulating the engine
sounds is a possibility "

Shaun Robinso

WSC - Updated Feature List ! Damn, this looks good!

by Shaun Robinso » Tue, 30 May 2000 04:00:00

I really hope its even half of what they're describing. It'll sure as
hell beat GP3's sticky walls, crappy black flag system, and the fact
that all the cars are the same for the player (when i drive an Arrows, i
want to drive a damn Arrows...).
To bad they didn't mention anything about a demo any time soon :(

> Taken from http://www.racesimcentral.net/

> There are a new preview there aswell

> "Additional Features Include:

> Physics model for WSC has been worked on for over 5 years
> Developed to help the driver compensate for the lack of feeling due to no
> sensory feedback from any sims to date

> Dynamic Center of Gravity, the mass and the distribution of the mass changes
> during the race affecting the car behavior

> Unprecedented work for the tyre model

> Modeling of the suspension, A-arms movement , camber of the tyre change
> while car in movement, dynamic roll centers change all of which effects the
> feel of the car

> Fuel level during a race changes the Center of Gravity and thus the handling
> In high performance cars the suspension doesn't move a great distance so the
> roll center wont change much, but it does change and how this changes
> greatly affects the handling characteristic of a car

> The size of the contact patch ot the tire is modelled, again affecting the
> slip angles from the tire model.

> Vehicles body panels and components are implemented and allows to easily
> dislodge and lose relevant body panels during impacts

> Car modelled can be deformed to various degrees, to allow for damage which
> is not enough to dislodge panels but enough to bend them.

> Difference between aluminium and carbon fibre body: Aluminium will have a
> tendency to bend more and carbon fibre will tend to fail more.

> Abuses of the transmission, engine, tyres will increase the chances of
> failures as the race progress

> Tyre failure is part of the driving model: Slow punctures, blowouts,
> delamination and flat spots could happen.

> Suspension geometry setups: bumpstops, spring rates, A-arm lengths and
> positioning, rollbar rates, dampers, ride height

> Engine and transmission setups: gear ratios, drive ratios, torque and power
> curves.
> LAN and Internet play will be fully optimized, with consideration of latency
> inherent from current connection speed / bandwidth

> The host of a race will have the option to set a sliding scale for the frame
> rate (maximum cap)

> Host of a race will have the options to set different parameters, like race
> length, categories etc..

> WSC will be a demanding game running with full details, it has plenty of
> scalable options to make it playable on a wide a range of hardware

> The game uses DirectInput and the game will allow you to use any input
> DirectInput you can enumerate, even custom made controller

> Clutch will be fully implemented, ability to stall the car, slip the clutch,
> burn it out etc...

> WSC is highly editable, with scripts included to make tweaking easy for 3rd
> party developers
> These scripts will enable you to add new classes, championships and
> eventually even new cars.

> Range of weather effects is planned, including effect of the wind on the
> car.
> Variable weather will be implemented affecting car behavior as track gets
> wets or drier.

> A screenshot feature will enable to select a moment in the race and be able
> to select an angle to take pictures

> Full multi monitor (2 video cards in WIN98), linked (1 monitor on each PC
> via a LAN) are implemented

> Brake modeling including friction glow Smoke and Fire Effects

> Effect of dirt in the game : as the game progress the car will become more
> and more covert with dirt, oil, ***, carbon dust, bugs...

> Driving using the***pit view : the windscreen/visor will become harder and
> harder to see through.

> Uses A3d to get full 3d positional sound and for the sound to be affected by
> the environment

> The use of the latest technology from Staccato for simulating the engine
> sounds is a possibility "

Bruce Kennewel

WSC - Updated Feature List ! Damn, this looks good!

by Bruce Kennewel » Wed, 31 May 2000 04:00:00

Why on earth would you *WANT* to drive an Arrows? :-)

--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------


> I really hope its even half of what they're describing. It'll sure as
> hell beat GP3's sticky walls, crappy black flag system, and the fact
> that all the cars are the same for the player (when i drive an Arrows, i
> want to drive a damn Arrows...).
> To bad they didn't mention anything about a demo any time soon :(


> > Taken from http://www.racesimcentral.net/

> > There are a new preview there aswell

> > "Additional Features Include:

> > Physics model for WSC has been worked on for over 5 years
> > Developed to help the driver compensate for the lack of feeling due to
no
> > sensory feedback from any sims to date

> > Dynamic Center of Gravity, the mass and the distribution of the mass
changes
> > during the race affecting the car behavior

> > Unprecedented work for the tyre model

> > Modeling of the suspension, A-arms movement , camber of the tyre change
> > while car in movement, dynamic roll centers change all of which effects
the
> > feel of the car

> > Fuel level during a race changes the Center of Gravity and thus the
handling
> > In high performance cars the suspension doesn't move a great distance so
the
> > roll center wont change much, but it does change and how this changes
> > greatly affects the handling characteristic of a car

> > The size of the contact patch ot the tire is modelled, again affecting
the
> > slip angles from the tire model.

> > Vehicles body panels and components are implemented and allows to easily
> > dislodge and lose relevant body panels during impacts

> > Car modelled can be deformed to various degrees, to allow for damage
which
> > is not enough to dislodge panels but enough to bend them.

> > Difference between aluminium and carbon fibre body: Aluminium will have
a
> > tendency to bend more and carbon fibre will tend to fail more.

> > Abuses of the transmission, engine, tyres will increase the chances of
> > failures as the race progress

> > Tyre failure is part of the driving model: Slow punctures, blowouts,
> > delamination and flat spots could happen.

> > Suspension geometry setups: bumpstops, spring rates, A-arm lengths and
> > positioning, rollbar rates, dampers, ride height

> > Engine and transmission setups: gear ratios, drive ratios, torque and
power
> > curves.
> > LAN and Internet play will be fully optimized, with consideration of
latency
> > inherent from current connection speed / bandwidth

> > The host of a race will have the option to set a sliding scale for the
frame
> > rate (maximum cap)

> > Host of a race will have the options to set different parameters, like
race
> > length, categories etc..

> > WSC will be a demanding game running with full details, it has plenty of
> > scalable options to make it playable on a wide a range of hardware

> > The game uses DirectInput and the game will allow you to use any input
> > DirectInput you can enumerate, even custom made controller

> > Clutch will be fully implemented, ability to stall the car, slip the
clutch,
> > burn it out etc...

> > WSC is highly editable, with scripts included to make tweaking easy for
3rd
> > party developers
> > These scripts will enable you to add new classes, championships and
> > eventually even new cars.

> > Range of weather effects is planned, including effect of the wind on the
> > car.
> > Variable weather will be implemented affecting car behavior as track
gets
> > wets or drier.

> > A screenshot feature will enable to select a moment in the race and be
able
> > to select an angle to take pictures

> > Full multi monitor (2 video cards in WIN98), linked (1 monitor on each
PC
> > via a LAN) are implemented

> > Brake modeling including friction glow Smoke and Fire Effects

> > Effect of dirt in the game : as the game progress the car will become
more
> > and more covert with dirt, oil, ***, carbon dust, bugs...

> > Driving using the***pit view : the windscreen/visor will become harder
and
> > harder to see through.

> > Uses A3d to get full 3d positional sound and for the sound to be
affected by
> > the environment

> > The use of the latest technology from Staccato for simulating the engine
> > sounds is a possibility "

Andre Warrin

WSC - Updated Feature List ! Damn, this looks good!

by Andre Warrin » Wed, 31 May 2000 04:00:00

Because Jos drives an Arrows! (being a bit nationalistic here)

Andre

On Tue, 30 May 2000 17:04:14 +1000, "Bruce Kennewell"


>Why on earth would you *WANT* to drive an Arrows? :-)

>--
>Regards,
>Bruce Kennewell,
>Canberra, Australia.
>---------------------------

Juha Kallioin

WSC - Updated Feature List ! Damn, this looks good!

by Juha Kallioin » Wed, 31 May 2000 04:00:00



<snip>

Holy MOLY! I just went me pants! :-(

 -Juha
--

Bruce Kennewel

WSC - Updated Feature List ! Damn, this looks good!

by Bruce Kennewel » Wed, 31 May 2000 04:00:00

Oh....I see.
That's fine but do you think Jos would be driving an Arrows by choice? :-)

--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------


> Because Jos drives an Arrows! (being a bit nationalistic here)

> Andre

> On Tue, 30 May 2000 17:04:14 +1000, "Bruce Kennewell"

> >Why on earth would you *WANT* to drive an Arrows? :-)

> >--
> >Regards,
> >Bruce Kennewell,
> >Canberra, Australia.
> >---------------------------

Bruce Kennewel

WSC - Updated Feature List ! Damn, this looks good!

by Bruce Kennewel » Wed, 31 May 2000 04:00:00

Where did you went them to?
Perhaps you should gone and got them back, Juha? :-)

--
Regards,
Bruce Kennewell,
Canberra, Australia.
---------------------------




> >Taken from http://www.bhmotorsports.com/
> <snip>

> Holy MOLY! I just went me pants! :-(

>  -Juha
> --


Juha Kallioin

WSC - Updated Feature List ! Damn, this looks good!

by Juha Kallioin » Wed, 31 May 2000 04:00:00



>Where did you went them to?
>Perhaps you should gone and got them back, Juha? :-)

Doh! Well that just shows you how e***d I was :-)
I tried to wet me pants, but they're dry now again.

 -Juha
--

Tim Vanhe

WSC - Updated Feature List ! Damn, this looks good!

by Tim Vanhe » Wed, 31 May 2000 04:00:00

You will be driving an Arrows, no matter what car you'll pick, you'll be
racing the Arrows.



> I really hope its even half of what they're describing. It'll sure as
> hell beat GP3's sticky walls, crappy black flag system, and the fact
> that all the cars are the same for the player (when i drive an Arrows, i
> want to drive a damn Arrows...).
> To bad they didn't mention anything about a demo any time soon :(


> > Taken from http://www.racesimcentral.net/

> > There are a new preview there aswell

> > "Additional Features Include:

> > Physics model for WSC has been worked on for over 5 years
> > Developed to help the driver compensate for the lack of feeling due to
no
> > sensory feedback from any sims to date

> > Dynamic Center of Gravity, the mass and the distribution of the mass
changes
> > during the race affecting the car behavior

> > Unprecedented work for the tyre model

> > Modeling of the suspension, A-arms movement , camber of the tyre change
> > while car in movement, dynamic roll centers change all of which effects
the
> > feel of the car

> > Fuel level during a race changes the Center of Gravity and thus the
handling
> > In high performance cars the suspension doesn't move a great distance so
the
> > roll center wont change much, but it does change and how this changes
> > greatly affects the handling characteristic of a car

> > The size of the contact patch ot the tire is modelled, again affecting
the
> > slip angles from the tire model.

> > Vehicles body panels and components are implemented and allows to easily
> > dislodge and lose relevant body panels during impacts

> > Car modelled can be deformed to various degrees, to allow for damage
which
> > is not enough to dislodge panels but enough to bend them.

> > Difference between aluminium and carbon fibre body: Aluminium will have
a
> > tendency to bend more and carbon fibre will tend to fail more.

> > Abuses of the transmission, engine, tyres will increase the chances of
> > failures as the race progress

> > Tyre failure is part of the driving model: Slow punctures, blowouts,
> > delamination and flat spots could happen.

> > Suspension geometry setups: bumpstops, spring rates, A-arm lengths and
> > positioning, rollbar rates, dampers, ride height

> > Engine and transmission setups: gear ratios, drive ratios, torque and
power
> > curves.
> > LAN and Internet play will be fully optimized, with consideration of
latency
> > inherent from current connection speed / bandwidth

> > The host of a race will have the option to set a sliding scale for the
frame
> > rate (maximum cap)

> > Host of a race will have the options to set different parameters, like
race
> > length, categories etc..

> > WSC will be a demanding game running with full details, it has plenty of
> > scalable options to make it playable on a wide a range of hardware

> > The game uses DirectInput and the game will allow you to use any input
> > DirectInput you can enumerate, even custom made controller

> > Clutch will be fully implemented, ability to stall the car, slip the
clutch,
> > burn it out etc...

> > WSC is highly editable, with scripts included to make tweaking easy for
3rd
> > party developers
> > These scripts will enable you to add new classes, championships and
> > eventually even new cars.

> > Range of weather effects is planned, including effect of the wind on the
> > car.
> > Variable weather will be implemented affecting car behavior as track
gets
> > wets or drier.

> > A screenshot feature will enable to select a moment in the race and be
able
> > to select an angle to take pictures

> > Full multi monitor (2 video cards in WIN98), linked (1 monitor on each
PC
> > via a LAN) are implemented

> > Brake modeling including friction glow Smoke and Fire Effects

> > Effect of dirt in the game : as the game progress the car will become
more
> > and more covert with dirt, oil, ***, carbon dust, bugs...

> > Driving using the***pit view : the windscreen/visor will become harder
and
> > harder to see through.

> > Uses A3d to get full 3d positional sound and for the sound to be
affected by
> > the environment

> > The use of the latest technology from Staccato for simulating the engine
> > sounds is a possibility "

Andre Warrin

WSC - Updated Feature List ! Damn, this looks good!

by Andre Warrin » Wed, 31 May 2000 04:00:00

That one was very low Bruce :)

Andre

On Tue, 30 May 2000 21:37:29 +1000, "Bruce Kennewell"


>Oh....I see.
>That's fine but do you think Jos would be driving an Arrows by choice? :-)

>--
>Regards,
>Bruce Kennewell,
>Canberra, Australia.
>---------------------------



>> Because Jos drives an Arrows! (being a bit nationalistic here)

>> Andre

>> On Tue, 30 May 2000 17:04:14 +1000, "Bruce Kennewell"

>> >Why on earth would you *WANT* to drive an Arrows? :-)

>> >--
>> >Regards,
>> >Bruce Kennewell,
>> >Canberra, Australia.
>> >---------------------------

Andre Warrin

WSC - Updated Feature List ! Damn, this looks good!

by Andre Warrin » Wed, 31 May 2000 04:00:00

I don't get this one...

Andre



My

WSC - Updated Feature List ! Damn, this looks good!

by My » Wed, 31 May 2000 04:00:00





>>Taken from http://www.bhmotorsports.com/
><snip>

>Holy MOLY! I just went me pants! :-(

"Depends" are over on Isle 3! <grin>
Stephen Ferguso

WSC - Updated Feature List ! Damn, this looks good!

by Stephen Ferguso » Wed, 31 May 2000 04:00:00






> >>Taken from http://www.bhmotorsports.com/
> ><snip>

> >Holy MOLY! I just went me pants! :-(

> "Depends" are over on Isle 3! <grin>

For Bruce's benefit, I should point out that Robinson Crusoe can be found
over on Isle 2...

Stephen

Shaun Robinso

WSC - Updated Feature List ! Damn, this looks good!

by Shaun Robinso » Wed, 31 May 2000 04:00:00

You know what i mean. I don't want to drive an Arrows with the power and
handling of a Mclaren.

> You will be driving an Arrows, no matter what car you'll pick, you'll be
> racing the Arrows.



> > I really hope its even half of what they're describing. It'll sure as
> > hell beat GP3's sticky walls, crappy black flag system, and the fact
> > that all the cars are the same for the player (when i drive an Arrows, i
> > want to drive a damn Arrows...).
> > To bad they didn't mention anything about a demo any time soon :(


> > > Taken from http://www.racesimcentral.net/

> > > There are a new preview there aswell

> > > "Additional Features Include:

> > > Physics model for WSC has been worked on for over 5 years
> > > Developed to help the driver compensate for the lack of feeling due to
> no
> > > sensory feedback from any sims to date

> > > Dynamic Center of Gravity, the mass and the distribution of the mass
> changes
> > > during the race affecting the car behavior

> > > Unprecedented work for the tyre model

> > > Modeling of the suspension, A-arms movement , camber of the tyre change
> > > while car in movement, dynamic roll centers change all of which effects
> the
> > > feel of the car

> > > Fuel level during a race changes the Center of Gravity and thus the
> handling
> > > In high performance cars the suspension doesn't move a great distance so
> the
> > > roll center wont change much, but it does change and how this changes
> > > greatly affects the handling characteristic of a car

> > > The size of the contact patch ot the tire is modelled, again affecting
> the
> > > slip angles from the tire model.

> > > Vehicles body panels and components are implemented and allows to easily
> > > dislodge and lose relevant body panels during impacts

> > > Car modelled can be deformed to various degrees, to allow for damage
> which
> > > is not enough to dislodge panels but enough to bend them.

> > > Difference between aluminium and carbon fibre body: Aluminium will have
> a
> > > tendency to bend more and carbon fibre will tend to fail more.

> > > Abuses of the transmission, engine, tyres will increase the chances of
> > > failures as the race progress

> > > Tyre failure is part of the driving model: Slow punctures, blowouts,
> > > delamination and flat spots could happen.

> > > Suspension geometry setups: bumpstops, spring rates, A-arm lengths and
> > > positioning, rollbar rates, dampers, ride height

> > > Engine and transmission setups: gear ratios, drive ratios, torque and
> power
> > > curves.
> > > LAN and Internet play will be fully optimized, with consideration of
> latency
> > > inherent from current connection speed / bandwidth

> > > The host of a race will have the option to set a sliding scale for the
> frame
> > > rate (maximum cap)

> > > Host of a race will have the options to set different parameters, like
> race
> > > length, categories etc..

> > > WSC will be a demanding game running with full details, it has plenty of
> > > scalable options to make it playable on a wide a range of hardware

> > > The game uses DirectInput and the game will allow you to use any input
> > > DirectInput you can enumerate, even custom made controller

> > > Clutch will be fully implemented, ability to stall the car, slip the
> clutch,
> > > burn it out etc...

> > > WSC is highly editable, with scripts included to make tweaking easy for
> 3rd
> > > party developers
> > > These scripts will enable you to add new classes, championships and
> > > eventually even new cars.

> > > Range of weather effects is planned, including effect of the wind on the
> > > car.
> > > Variable weather will be implemented affecting car behavior as track
> gets
> > > wets or drier.

> > > A screenshot feature will enable to select a moment in the race and be
> able
> > > to select an angle to take pictures

> > > Full multi monitor (2 video cards in WIN98), linked (1 monitor on each
> PC
> > > via a LAN) are implemented

> > > Brake modeling including friction glow Smoke and Fire Effects

> > > Effect of dirt in the game : as the game progress the car will become
> more
> > > and more covert with dirt, oil, ***, carbon dust, bugs...

> > > Driving using the***pit view : the windscreen/visor will become harder
> and
> > > harder to see through.

> > > Uses A3d to get full 3d positional sound and for the sound to be
> affected by
> > > the environment

> > > The use of the latest technology from Staccato for simulating the engine
> > > sounds is a possibility "

Olav K. Malm

WSC - Updated Feature List ! Damn, this looks good!

by Olav K. Malm » Wed, 31 May 2000 04:00:00



> > You will be driving an Arrows, no matter what car you'll pick, you'll be
> > racing the Arrows.

> You know what i mean. I don't want to drive an Arrows with the power and
> handling of a Mclaren.

Who said that it wont be a McLaren with the characteristics of an
Arrows :)

--
Olav K. Malmin
remove spam when replying


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