rec.autos.simulators

Autosim Realism?

L. Andre Min

Autosim Realism?

by L. Andre Min » Tue, 07 Jul 1998 04:00:00

Hi All...

Been reading with interest the various threads discussing the pros and
cons about more "realism" in auto sims, some even to the point of
advocating simulated injury, etc.  I too, have been thinking about ways
to make my favorite sims more "realistic" as it were... and have come up
with some ideas I think I'll bounce off you guys.  (After all, the old
saying is: "two heads are better than one"!)  Let's start with my
favorite sim, Nascar2. And, let's say that I'm starting a season, and
I'm headed for the first track for the first race: Daytona.

Now, what happens when a "real" Nascar team arrives at a track?  They
unload, prep the car for practice... then hit the track.  Well, let's
look at the typical way I (we?) "practice". As for me, when I'm "rusty"
(haven't played the sim in a loooong time), I usually dissengage
"Damage" and go out and start wailing away.  Even if I still have damage
on... there's not too much concern for any carnage that ensues, after
all, the "Shift R" keys start me all over again with a brand new car...
so what's the prob Bob?  

Well, this is the first area that I think we can add "realism".  "Real"
teams do not have unlimited stables of cars at the track.  From watching
waaay too many Nascar races on TV, best I can tell, a team usually
arrives at a track with the "Primary" car, and a "Back-up" car. (After
all, you can only put so much stuff in a semi-trailer.)  Thus, if a
driver REALLY thumps the primary car (as oppossed to superficial fender
damage)... they have to pull out the back-up car.  

So why can't we do the same?  That is, when we arrive at the track to
begin practice... we allow ourselves two cars.  Should we receive
superficial damage, we can switch to the backup car, or park it for
repairs.  (Hmmm... wonder what "they" do?  Likely, I figure the crew
begins*** a new fender, and that's it for practice that day.
Opinions?)  Now, if we REALLY tear it up (knock front end off, or back
end)... then obviously, that car can't be fixed that day, or even
overnight (possibly "never", in the real world). Out comes the backup
car... AND THAT'S THE LAST ONE YOU'VE GOT BUDDY!  Tear it up... and you
scratch that race.  "Scratching" a race would be easily accomplished by
taking a provisional start position, starting the race, (staying back so
there's zero interference with the AI cars) and once you complete a lap
accelerate the time, taking the DNF... and go to the next race.

What do think?  See any "holes" in this?  I've been thinking about
taking this approach myself... but thought I'd pitch it out to r.a.s. to
see what kinds of ideas others can add to it. Later... I'll share some
ideas on how to simulate "injuries"... if you want to take it that far.
Let me know...

Have fun...

Andre

Target

Autosim Realism?

by Target » Wed, 08 Jul 1998 04:00:00

Why simiulate injuries?  This is a sim, not Duke Nukem 3D.  Simiulating
injuries would be both pointless and stupid.  The reason they didn't have cars
flip in N2 was because NASCAR wouldn't allow because they didn't want it to
make NASCAR seem dangerous or something (I think that's the story).  So do you
think they would allow Papyrus to add injuries?  And injuries suck.  And how
could you simulate them?  How could you simulate racing with broken ribs or
whatever?
Racer X
Veteran Sim Racer
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/

L. Andre Min

Autosim Realism?

by L. Andre Min » Wed, 08 Jul 1998 04:00:00


> > I'll share some
> >ideas on how to simulate "injuries

> Why simiulate injuries?  This is a sim, not Duke Nukem 3D.  Simiulating
> injuries would be both pointless and stupid.  The reason they didn't have cars
> flip in N2 was because NASCAR wouldn't allow because they didn't want it to
> make NASCAR seem dangerous or something (I think that's the story).  So do you
> think they would allow Papyrus to add injuries?  And injuries suck.  And how
> could you simulate them?  How could you simulate racing with broken ribs or
> whatever?
> Racer X
> Veteran Sim Racer
> Victory Lane-
> http://www.geocities.com/MotorCity/Speedway/1423/

Seeing as you think it's "pointless and stupid"... forget it!  

Andre

Byron Forbe

Autosim Realism?

by Byron Forbe » Thu, 09 Jul 1998 04:00:00

    "Target"? Hmmmm, what an interesting name? :))

> Why simiulate injuries?  This is a sim, not Duke Nukem 3D.  Simiulating
> injuries would be both pointless and stupid.  The reason they didn't have cars
> flip in N2 was because NASCAR wouldn't allow because they didn't want it to
> make NASCAR seem dangerous or something (I think that's the story).  So do you
> think they would allow Papyrus to add injuries?  And injuries suck.  And how
> could you simulate them?  How could you simulate racing with broken ribs or
> whatever?
> Racer X
> Veteran Sim Racer
> Victory Lane-
> http://www.geocities.com/MotorCity/Speedway/1423/

Target

Autosim Realism?

by Target » Thu, 09 Jul 1998 04:00:00

Uh, ok, but you forgot the 12.  I take it you don't watch CART.  Jimmy
Vasser-Target the main sponser and 12 is his car number.
Racer X
Veteran Sim Racer
Victory Lane-
http://www.geocities.com/MotorCity/Speedway/1423/
Ronald Stoeh

Autosim Realism?

by Ronald Stoeh » Thu, 09 Jul 1998 04:00:00


> > I'll share some
> >ideas on how to simulate "injuries

> Why simiulate injuries?  This is a sim, not Duke Nukem 3D.  Simiulating
> injuries would be both pointless and stupid.  The reason they didn't have cars
> flip in N2 was because NASCAR wouldn't allow because they didn't want it to
> make NASCAR seem dangerous or something (I think that's the story).  So do you
> think they would allow Papyrus to add injuries?  And injuries suck.  And how
> could you simulate them?  How could you simulate racing with broken ribs or
> whatever?

Why the dumb comparison with FPS games?

It's like damage turned on! You'll drive less risky, so the realism is
higher.
Sitting on the starting grid, knowing the danger of hitting someone or
getting hit
is increasing pulse rate. So add the risk of getting injured to a
season, it adds
another issue to your behaviour on the race track. Some flight sims do
this by
having you stay in hospital, while the campaign goes on without you.

l8er
ronny

--
Toys'R'Us '99: "So, would you like a hand gun with that action figure,
kiddo?"

          |\      _,,,---,,_        I want to die like my Grandfather,
   ZZZzz /,`.-'`'    -.  ;-;;,_              in his sleep.
        |,4-  ) )-,_. ,\ (  `'-'     Not like the people in his car,
       '---''(_/--'  `-'\_)            screaming their heads off!

Brit

Autosim Realism?

by Brit » Thu, 09 Jul 1998 04:00:00

Just my two cents. But didn't the old F1 Ferrari game from Activision (I
think, and hey it was an Amiga game at that.) have driver injuries during
the course of the season. It did knida suck, but that's racing. I think it
should have been made an option, like car damage. Driver Damage...and it
could have had different levels. Yeah!
Setting 1: A team Damage: Your car can flip 16 times and be hit by every
car on the track and all you have is a cut finger and a smudge of dirt on
each cheek. (*** not buttocks)
Setting 2: Days of Thunder Damage: Same circumstance as setting one, but
your driver sprains his wrist. Unless you are the "BAD GUY" in which case
you have serious head truama.
Setting 3: Normal Mode: Real life. DO NOT PLAY AS RICKY CRAVEN!
Setting 4: Faces of DEATH Mode: uh...perhaps this isn't such a good idea.
Later,
Brit




> > > I'll share some
> > >ideas on how to simulate "injuries

And injuries suck.  And how
. Some flight sims do
Jari Jokine

Autosim Realism?

by Jari Jokine » Fri, 10 Jul 1998 04:00:00

How about some graphs showing g-forces at the moment of the collision (a
bit like MS flight simulator)?  That wouldn't be first person shooter
style or tasteless.  Then you could decide yourself, whether you like to
feel injuried or not.
Hi Im B

Autosim Realism?

by Hi Im B » Sun, 12 Jul 1998 04:00:00

Hmmm,

Well, first, if it was a really bad wreck, blow off the next 2 - 6 races.
Then, when you're back racing, raise the opponents strength level for a race or
two, to simulate the effects of your recouperation period.

Something like that, maybe?


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