My friend Michael Hausknecht, who used to be a regular around here and in
the VROC leagues, has raced both RW bikes and RW single-seaters, and he said
the biggest difference he noticed between the real and simulated worlds was,
"Tiny hand movements." When asked what he meant, he said sim racers were
used to generating huge amounts of yaw by flicking the wheel just a few
degrees (or, in the case of the Early Aliens, even tinier joystick
movements), whereas you're always crossing arms in Barber Dodge and even
shuffling the wheel thru yer hands in street cars on road courses.
Personally, I believe small wheel movements feel both natural and
appropriate for sims and that the 900-degree wheel won't gain much traction.
(The prob is that there are few decent wheels for console racing, altho the
PS--and maybe the PS3--will accept most functions of USB wheels. Maybe MS
will resurrect an Xbox version of their Sidewinder wheel, which was pretty
decent except for the dinky pedals. If they're all THAT interested in
cross-platform interoperability, maybe THEY would be willing to attach USB
devices to the Xbox 2.)
> 900 degrees is 2.5 turns lock-to-lock. That's not unusual for a road car.
> In fact, just flipping at random through the latest Road & Track, I see
the
> VW R32 is 2.5, the Carrera GT is 2.6, and in their sedan comparo all the
> cars are between 2.8 and 3.4. So 900 degrees really should still feel
quite
> sporty in comparison to any real car.
> > Heck, my road car doesn't go round 900 degrees - what are we simulating
> here
> > the West's transporter?