>I wasn't looking hard enough - I'll recheck. "Canned" is an interesting
>concept in programming though - you almost never want to do it.
lateral g, and it's effect and interaction with camber, contact patch
etc then it is better not to have a canned effect. If, OTOH, you are
not modelling all of these things then you can write a "lean" effect
for when the car corners at beyond a certain speed/turn radius.
Certainly within TOCA2 the "lean" effect reacts more slowly even than
my own road-going Honda Accord, and since the touring car will be
sprung far more stiffly and with less total movement it is clear that
the effect bears no relation to the on-screen events.
The important question is whether that actually matters, and frankly I
don't give a damn. If it was a sim I'd be a mite suspicious of it, but
as an arcade racer it really doesn't matter - the overall effect is
way more important and TOCA2 does very well in that regard.
Obviously anything which is not "real world" is canned, but this to a
greater or lesser degree rather than a black or white yea/nay. GPL
models in far greater depth than anything up until now, but then as a
sim that's something it should aspire to. Even then it doesn't model
changing track conditions, debris pick up, marbles or a host of other
things. TOCA2 is a different beast in that I would expect things to be
canned - if someone told me the TOCA2 programmers had spent weeks
coding the camber change due to body roll I'd be askiny why they
didn't spend that time and money giving me another couple of cars and
tracks.
A bit like the catapult launchers the other FFs seem to use at the
start. Can anyone even kep them in sight off the line? I usually catch
them up into the first right hander after the chicane complex, but
they're seriously quick off the line. Unfortunately they're too slow
thereafter.
Cheers!
John