There are bumps in real tracks too. It just takes a burnout on the track
todo a new bump, thats why its not allowed. (Wonder if the motogp guys have
to pay some fine after each finish? =)
The problem with the tracks bumps was mostly that the physics engine didnt
run fast enough. 200Hz isnt enough for bumps.
at 300kmh you are going 84metres per second!. Now sample this 200 times, and
you will input data from the track per 42cm.
As we know in real life.. there can be big elevation changes in reallife
over 42cm on the road. If it just changes 10cm, the physics engine will
probably think we have hit something that is 10cm high, since the last time
the physics engine was feed with data, the ground was 10cm lower.
With 400Hz engine enabled, we get data putinto it at 21cm per track at
300kmh.
To get a good physicsengine, we would need atleast to have a physicsengine
that is so fast that we can sample the road for each cm, and then we are up
into the 10kHz(!) region (for a car that goes 300km/h)
Im sure its easy to cheat with this.. any sim-programmer here who can talk a
bit more about it?
One way todo it is as suggested, making the road flat, and add fake bumps.
But if we should do really accurate tracks (hm.. scaning the road with
lasers to pickup all the bumps etc in the tarmac?) we cant use fake bumps.
The bumps in F1 2002 are anyway much less then in F1 2001. Suzuka for
example was much rougher before.
But them bumps seems to be where they are in real life too and thats good. I
usually spin at T3? at Hungaroring, cause its so bumpy. The same happened to
the real drivers last year cause it was so bumpy there :)