I really hope I got your attention with that subject, cause to me you're truly
envious. I would love to take part in the development of a racing sim, as a
developer, that is :o). Well this aint a job application, but rather an attempt
to influence the development of future racing sims.
The subject is "How to make it almost impossible to cheat in a racing sim". GP2
was very close, but didn't reach all the way. What they did, was to resimulate
saved laps. In order to do this they had to save all the driver's input, the car
setup and all helps used in the replay file. This is the way to do it :o), but
it's not enough to avoid cheating. Sooner of later there will be editors popping
up on the internet, which can change for example tyre type, and it wont be
noticable when resimulating the replay. My solution to this is to add a function
to the racing sim where you can view all the data in a replay file; Car setup,
BHP, grip, weight, tyre type, helps used, etc, etc. This would make it
impossible to cheat with an editor, right :o)?
For multiplayer races, allow at least the drivers fastest lap to be saved as a
replay.
Where GP2 also failed or didn't have the budget :o), is their choice of not
saving timestamps for the driver inputs, instead they choosed to go with a
constant frame rate. I believe much of the calculations in a racing sim is done
with differential equations. I'm also guessing that when you choose a certain
frame rate in GP2 the differential equations used is optimized for that frame
rate. What I'm trying to explain is why GP2 allowed slow motion driving.
Constant frame rate is perhaps a better solution for realism, as long as you
stay below 100% processor occupancy, but why not do this instead? Add a byte to
every driver input. Let that byte tell the simulator which frame rate is to be
used for the next frame. Measure the time it took for that frame to be produced
(GP2 already does this with it's processor occupancy function). If it took
longer time than expected - lower the frame rate. If it took a shorter time than
expected, say between 80% and 100% - keep the frame rate, but if it was lower
than 80% of expected frame rate - increase the frame rate.
With these two solution it would be impossible to cheat with an editor and very,
very hard to cheat by driving in slow motion, right :o)?
Ohh, and a "multiplayer with ghost cars" option, would also be nice :o), or am I
pushing it now :o)?
/Christer Andersson
http://www.racesimcentral.net/
competition
http://www.racesimcentral.net/~w-41236/ - Home page with GP2 hotlaps and F1RS
ghostlaps, setups included