rec.autos.simulators

iRacing.com and Skip Barber Announce Strategic Alliance

Gary

iRacing.com and Skip Barber Announce Strategic Alliance

by Gary » Tue, 21 Nov 2006 00:38:31

I'm sure as soon as they know, so will we. Hopefully you read the
comment by Tim regarding video quality and the reduction of said
quality to achieve size and snycronization with the (poor) RL video at
LRP. My guess is at full resolution it is at least up to the standards
of anything out there at this point. I just hope they stay with DX9
(or offer two versions) as forcing the Vista upgrade  issue (and the
purchase of a DX10 video card) would be a shot in the foot.. though I
most likely will go that way anyway.

GP


>I know the graphics is not the main focus, I was just commenting on what I
>saw is all.
>With no idea of what state it is in or when it will be released it is hard
>to gauge where in the scheme of things this video falls, is it an early
>version of what we might see or is a release only a month or two away?

>I'd also be curious to get some comments on how it will be sold and such,
>however the site and PR give little if any mention to the sim itself.

mcewen

iRacing.com and Skip Barber Announce Strategic Alliance

by mcewen » Tue, 21 Nov 2006 03:49:03

Only if you're planning on driving the track in real life and haven't
been there.  For the rest of us it's a nice to have.   If a certain
pothole is 2" or 2' away from reality I won't lose any sleep.

Mario Petrinovic

iRacing.com and Skip Barber Announce Strategic Alliance

by Mario Petrinovic » Tue, 21 Nov 2006 04:59:03

mcewena:

        If you are making a game. But, if you are trying to excel on the
simulation field (and this is why most of sim reacers regard Keammer as God,
; )), the accurency of track is the only way you can compare the results of
your work with the reality. -- Mario

Mitch_

iRacing.com and Skip Barber Announce Strategic Alliance

by Mitch_ » Tue, 21 Nov 2006 05:17:14

"Tony Rickard"

Id always assumed EVERYONE was in the beta :)

Mitch

Gary

iRacing.com and Skip Barber Announce Strategic Alliance

by Gary » Tue, 21 Nov 2006 08:47:35


>Only if you're planning on driving the track in real life and haven't
>been there.  For the rest of us it's a nice to have.   If a certain
>pothole is 2" or 2' away from reality I won't lose any sleep.

You're right, most people will never know the difference. Those of us
lucky enough to spend time on these tracks will very much appreciate
having accurate, up-to-date representations to run on. It's a simple
matter of purity, and the fact is 95% of sim buyers have 0 clue what
any given track really looks like other than what their favorite game
shows them or they see on TV. It will be great to have the exact same
turn-in points, familiar glitches in the curb.

Note to iRacing (if you are going to model wet weather) -
West Bend inside curb is mashed away just beyond the apex, where a
nice puddle forms. Easy to miss until someone doesn't..
The right hander coming out of Big Bend feeding the "short chute"
always gets a puddle and if some bozo hits it we usually lose the next
3-4 cars behind him into the weeds.  
A river runs accross No-Name straight when it rains right about where
you need to brake for the uphill.. always a treat... and the right
side rumble strip is usually under about 6" of water..
If you try and pass at the wrong time on the main straight you will
find yourself in one of a series of 1-2" deep puddles at 120+MPH..

8-)
GP

Tim Wheatle

iRacing.com and Skip Barber Announce Strategic Alliance

by Tim Wheatle » Tue, 21 Nov 2006 09:14:36

Gary:
http://www.racesimcentral.net/
http://www.racesimcentral.net/
http://www.racesimcentral.net/

That's me in the R/T***pit in the wet while at Lime Rock. I had no
race car experience and infact very rarely drive on every day roads - I
had never driven in the wet in any car. I had been karting before, and
by the third race I was quite happily*** the back end out the
whole way around long turns. The nice thing when I was at Lime Rock
Park was that I didn't need to learn the circuit, the sim had already
done that. You're exactly right about the location of those puddles!

That's something about TV too that I have only learned in the past
year. I attended Brands Hatch last September (for the A1GP) and
Silverstone in April, neither of them were like I have seen in any
simulation (even to date). Silverstone, even though it's an airfield,
is not flat at all when you actually have a view from the racing
surface rather than the TV camera or grandstands. Before I worked for
the company, I'd have wanted realistic tracks in their simulation, I'm
frankly delighted to be a part of the team bringing these tracks to the
community.

Tim



> >Only if you're planning on driving the track in real life and haven't
> >been there.  For the rest of us it's a nice to have.   If a certain
> >pothole is 2" or 2' away from reality I won't lose any sleep.

> You're right, most people will never know the difference. Those of us
> lucky enough to spend time on these tracks will very much appreciate
> having accurate, up-to-date representations to run on. It's a simple
> matter of purity, and the fact is 95% of sim buyers have 0 clue what
> any given track really looks like other than what their favorite game
> shows them or they see on TV. It will be great to have the exact same
> turn-in points, familiar glitches in the curb.

> Note to iRacing (if you are going to model wet weather) -
> West Bend inside curb is mashed away just beyond the apex, where a
> nice puddle forms. Easy to miss until someone doesn't..
> The right hander coming out of Big Bend feeding the "short chute"
> always gets a puddle and if some bozo hits it we usually lose the next
> 3-4 cars behind him into the weeds.
> A river runs accross No-Name straight when it rains right about where
> you need to brake for the uphill.. always a treat... and the right
> side rumble strip is usually under about 6" of water..
> If you try and pass at the wrong time on the main straight you will
> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

> 8-)
> GP

Gary

iRacing.com and Skip Barber Announce Strategic Alliance

by Gary » Tue, 21 Nov 2006 10:24:56

Hey, maybe you guys can shame LRP into repaving... and putting proper
drainge in... and regrading the off areas and putting in gravel traps
so your car doesn't end up in the woods!
;-)

LRP is a scary place in the rain Tim, you did well to make it around.
GP


>Gary:
>http://www.racesimcentral.net/
>http://www.racesimcentral.net/
>http://www.racesimcentral.net/

>That's me in the R/T***pit in the wet while at Lime Rock. I had no
>race car experience and infact very rarely drive on every day roads - I
>had never driven in the wet in any car. I had been karting before, and
>by the third race I was quite happily*** the back end out the
>whole way around long turns. The nice thing when I was at Lime Rock
>Park was that I didn't need to learn the circuit, the sim had already
>done that. You're exactly right about the location of those puddles!

>That's something about TV too that I have only learned in the past
>year. I attended Brands Hatch last September (for the A1GP) and
>Silverstone in April, neither of them were like I have seen in any
>simulation (even to date). Silverstone, even though it's an airfield,
>is not flat at all when you actually have a view from the racing
>surface rather than the TV camera or grandstands. Before I worked for
>the company, I'd have wanted realistic tracks in their simulation, I'm
>frankly delighted to be a part of the team bringing these tracks to the
>community.

>Tim



>> >Only if you're planning on driving the track in real life and haven't
>> >been there.  For the rest of us it's a nice to have.   If a certain
>> >pothole is 2" or 2' away from reality I won't lose any sleep.

>> You're right, most people will never know the difference. Those of us
>> lucky enough to spend time on these tracks will very much appreciate
>> having accurate, up-to-date representations to run on. It's a simple
>> matter of purity, and the fact is 95% of sim buyers have 0 clue what
>> any given track really looks like other than what their favorite game
>> shows them or they see on TV. It will be great to have the exact same
>> turn-in points, familiar glitches in the curb.

>> Note to iRacing (if you are going to model wet weather) -
>> West Bend inside curb is mashed away just beyond the apex, where a
>> nice puddle forms. Easy to miss until someone doesn't..
>> The right hander coming out of Big Bend feeding the "short chute"
>> always gets a puddle and if some bozo hits it we usually lose the next
>> 3-4 cars behind him into the weeds.
>> A river runs accross No-Name straight when it rains right about where
>> you need to brake for the uphill.. always a treat... and the right
>> side rumble strip is usually under about 6" of water..
>> If you try and pass at the wrong time on the main straight you will
>> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

>> 8-)
>> GP

Dave

iRacing.com and Skip Barber Announce Strategic Alliance

by Dave » Tue, 21 Nov 2006 11:28:28

Silverstone in rFactor just came out a few months ago, and isn't flat at
all.

Take this as criticism or someone just being very honest, but GPS track
making seems like it's being way over used as a gimmick to say, "Our sim is
the most realistic." And that worries me that there might not be more and
better things to offer.

I 'd rather have 200 of the greatest current and historic tracks in the
world modeled to 98% accuracy (plus an endless supply of others) than a
small amount of mostly obscure tracks modeled to 99% accuracy (nothing will
be 100%). Will every F1 track be made so I can run a full F1 season? They
can't make any historic tracks without lessening their claims of the
importance of GPS track accuracy, so they are off the list? All I think of
when I hear the mention of GPS tracks is what a very, very long list of
tracks that **won't** be in this sim.

This talk of perfect GPS track accuracy just seems a little silly to me.
Watch this side by side video of Schumacher at Monza in rFactor and in real
life and tell me what I'm missing.
http://www.racesimcentral.net/,
the track has 6 layouts, including the historic banked oval. It's brilliant.
Will there even be a GPS made version of Monza, or am I supposed to be
happier with an obscure GPS made club track I've never heard of that can
only run cars that bore me to death?

As for the hype that GPS tracks will be a benefit to helping a person learn
a track in preparation for real life racing more than a non GPS sim
track....only an idiot and a lousy driver could say it makes a difference to
them. I've heard real F1 drivers and other pros say it takes them a
**dozen** laps to learn a track. If a bad arcade game has a basic layout of
a track at 70 % accuracy, it should be more than enough to help a real
driver with the first 10 minutes on the track. After that, reality is all
you should need for the next 10 minutes and then you had better know the
track, or please get very far away from any rolling machinery.

This sim will be good if it has the **right**cars and tracks (absolutely
critical), great graphics, excellent physics, and great multiplay.
Partnerships mean nothing except I have to take $$$ from my pocket month
after month .....put it into your hands.....which you put it into the
pockets of grinning track owners because they let you drive around with a
GPS device on their track for a day or two.  Screw them. :-)

--
David G Fisher


> Gary:
> http://www.racesimcentral.net/
> http://www.racesimcentral.net/
> http://www.racesimcentral.net/

> That's me in the R/T***pit in the wet while at Lime Rock. I had no
> race car experience and infact very rarely drive on every day roads - I
> had never driven in the wet in any car. I had been karting before, and
> by the third race I was quite happily*** the back end out the
> whole way around long turns. The nice thing when I was at Lime Rock
> Park was that I didn't need to learn the circuit, the sim had already
> done that. You're exactly right about the location of those puddles!

> That's something about TV too that I have only learned in the past
> year. I attended Brands Hatch last September (for the A1GP) and
> Silverstone in April, neither of them were like I have seen in any
> simulation (even to date). Silverstone, even though it's an airfield,
> is not flat at all when you actually have a view from the racing
> surface rather than the TV camera or grandstands. Before I worked for
> the company, I'd have wanted realistic tracks in their simulation, I'm
> frankly delighted to be a part of the team bringing these tracks to the
> community.

> Tim




>> >Only if you're planning on driving the track in real life and haven't
>> >been there.  For the rest of us it's a nice to have.   If a certain
>> >pothole is 2" or 2' away from reality I won't lose any sleep.

>> You're right, most people will never know the difference. Those of us
>> lucky enough to spend time on these tracks will very much appreciate
>> having accurate, up-to-date representations to run on. It's a simple
>> matter of purity, and the fact is 95% of sim buyers have 0 clue what
>> any given track really looks like other than what their favorite game
>> shows them or they see on TV. It will be great to have the exact same
>> turn-in points, familiar glitches in the curb.

>> Note to iRacing (if you are going to model wet weather) -
>> West Bend inside curb is mashed away just beyond the apex, where a
>> nice puddle forms. Easy to miss until someone doesn't..
>> The right hander coming out of Big Bend feeding the "short chute"
>> always gets a puddle and if some bozo hits it we usually lose the next
>> 3-4 cars behind him into the weeds.
>> A river runs accross No-Name straight when it rains right about where
>> you need to brake for the uphill.. always a treat... and the right
>> side rumble strip is usually under about 6" of water..
>> If you try and pass at the wrong time on the main straight you will
>> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

>> 8-)
>> GP

Tim Wheatle

iRacing.com and Skip Barber Announce Strategic Alliance

by Tim Wheatle » Tue, 21 Nov 2006 13:04:26

Um, Dave... I never mentioned that there wasn't a good version of
Silverstone out there. Did I?

Other than that, your points really don't have much relevance to
anything I'm talking of because most of them don't apply to where we're
going and/or things that you and the community are not aware of at this
point.

Also, GPS isn't what we use - so critisizing it is a little confusing,
I assume you meant it the other way around.

I have absolutely no intention to attack other simulations, I don't
recall mentioning any other simulation?

I am delighted to be bringing this simulation to you guys because I
know how good I believe it is and I can't wait for the wider community
to race it. I can quite easily roll back and give you no information at
all if every point I make is going to be misread or taken as some sort
of assumed insult. I don't want to do that, because I care about the
community, I have served it for a long time.

Tim


> Silverstone in rFactor just came out a few months ago, and isn't flat at
> all.

> Take this as criticism or someone just being very honest, but GPS track
> making seems like it's being way over used as a gimmick to say, "Our sim is
> the most realistic." And that worries me that there might not be more and
> better things to offer.

> I 'd rather have 200 of the greatest current and historic tracks in the
> world modeled to 98% accuracy (plus an endless supply of others) than a
> small amount of mostly obscure tracks modeled to 99% accuracy (nothing will
> be 100%). Will every F1 track be made so I can run a full F1 season? They
> can't make any historic tracks without lessening their claims of the
> importance of GPS track accuracy, so they are off the list? All I think of
> when I hear the mention of GPS tracks is what a very, very long list of
> tracks that **won't** be in this sim.

> This talk of perfect GPS track accuracy just seems a little silly to me.
> Watch this side by side video of Schumacher at Monza in rFactor and in real
> life and tell me what I'm missing.
> http://www.racesimcentral.net/,
> the track has 6 layouts, including the historic banked oval. It's brilliant.
> Will there even be a GPS made version of Monza, or am I supposed to be
> happier with an obscure GPS made club track I've never heard of that can
> only run cars that bore me to death?

> As for the hype that GPS tracks will be a benefit to helping a person learn
> a track in preparation for real life racing more than a non GPS sim
> track....only an idiot and a lousy driver could say it makes a difference to
> them. I've heard real F1 drivers and other pros say it takes them a
> **dozen** laps to learn a track. If a bad arcade game has a basic layout of
> a track at 70 % accuracy, it should be more than enough to help a real
> driver with the first 10 minutes on the track. After that, reality is all
> you should need for the next 10 minutes and then you had better know the
> track, or please get very far away from any rolling machinery.

> This sim will be good if it has the **right**cars and tracks (absolutely
> critical), great graphics, excellent physics, and great multiplay.
> Partnerships mean nothing except I have to take $$$ from my pocket month
> after month .....put it into your hands.....which you put it into the
> pockets of grinning track owners because they let you drive around with a
> GPS device on their track for a day or two.  Screw them. :-)

> --
> David G Fisher



> > Gary:
> > http://www.racesimcentral.net/
> > http://www.racesimcentral.net/
> > http://www.racesimcentral.net/

> > That's me in the R/T***pit in the wet while at Lime Rock. I had no
> > race car experience and infact very rarely drive on every day roads - I
> > had never driven in the wet in any car. I had been karting before, and
> > by the third race I was quite happily*** the back end out the
> > whole way around long turns. The nice thing when I was at Lime Rock
> > Park was that I didn't need to learn the circuit, the sim had already
> > done that. You're exactly right about the location of those puddles!

> > That's something about TV too that I have only learned in the past
> > year. I attended Brands Hatch last September (for the A1GP) and
> > Silverstone in April, neither of them were like I have seen in any
> > simulation (even to date). Silverstone, even though it's an airfield,
> > is not flat at all when you actually have a view from the racing
> > surface rather than the TV camera or grandstands. Before I worked for
> > the company, I'd have wanted realistic tracks in their simulation, I'm
> > frankly delighted to be a part of the team bringing these tracks to the
> > community.

> > Tim




> >> >Only if you're planning on driving the track in real life and haven't
> >> >been there.  For the rest of us it's a nice to have.   If a certain
> >> >pothole is 2" or 2' away from reality I won't lose any sleep.

> >> You're right, most people will never know the difference. Those of us
> >> lucky enough to spend time on these tracks will very much appreciate
> >> having accurate, up-to-date representations to run on. It's a simple
> >> matter of purity, and the fact is 95% of sim buyers have 0 clue what
> >> any given track really looks like other than what their favorite game
> >> shows them or they see on TV. It will be great to have the exact same
> >> turn-in points, familiar glitches in the curb.

> >> Note to iRacing (if you are going to model wet weather) -
> >> West Bend inside curb is mashed away just beyond the apex, where a
> >> nice puddle forms. Easy to miss until someone doesn't..
> >> The right hander coming out of Big Bend feeding the "short chute"
> >> always gets a puddle and if some bozo hits it we usually lose the next
> >> 3-4 cars behind him into the weeds.
> >> A river runs accross No-Name straight when it rains right about where
> >> you need to brake for the uphill.. always a treat... and the right
> >> side rumble strip is usually under about 6" of water..
> >> If you try and pass at the wrong time on the main straight you will
> >> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

> >> 8-)
> >> GP

Tim Wheatle

iRacing.com and Skip Barber Announce Strategic Alliance

by Tim Wheatle » Tue, 21 Nov 2006 13:05:50

I couldn't believe the lack of runoff... Lime Rock is such a wonderful
circuit and a thrill to drive in real life and in simulations, but man
does it punish errors!

Tim


> Hey, maybe you guys can shame LRP into repaving... and putting proper
> drainge in... and regrading the off areas and putting in gravel traps
> so your car doesn't end up in the woods!
> ;-)

> LRP is a scary place in the rain Tim, you did well to make it around.
> GP


> >Gary:
> >http://www.racesimcentral.net/
> >http://www.racesimcentral.net/
> >http://www.racesimcentral.net/

> >That's me in the R/T***pit in the wet while at Lime Rock. I had no
> >race car experience and infact very rarely drive on every day roads - I
> >had never driven in the wet in any car. I had been karting before, and
> >by the third race I was quite happily*** the back end out the
> >whole way around long turns. The nice thing when I was at Lime Rock
> >Park was that I didn't need to learn the circuit, the sim had already
> >done that. You're exactly right about the location of those puddles!

> >That's something about TV too that I have only learned in the past
> >year. I attended Brands Hatch last September (for the A1GP) and
> >Silverstone in April, neither of them were like I have seen in any
> >simulation (even to date). Silverstone, even though it's an airfield,
> >is not flat at all when you actually have a view from the racing
> >surface rather than the TV camera or grandstands. Before I worked for
> >the company, I'd have wanted realistic tracks in their simulation, I'm
> >frankly delighted to be a part of the team bringing these tracks to the
> >community.

> >Tim



> >> >Only if you're planning on driving the track in real life and haven't
> >> >been there.  For the rest of us it's a nice to have.   If a certain
> >> >pothole is 2" or 2' away from reality I won't lose any sleep.

> >> You're right, most people will never know the difference. Those of us
> >> lucky enough to spend time on these tracks will very much appreciate
> >> having accurate, up-to-date representations to run on. It's a simple
> >> matter of purity, and the fact is 95% of sim buyers have 0 clue what
> >> any given track really looks like other than what their favorite game
> >> shows them or they see on TV. It will be great to have the exact same
> >> turn-in points, familiar glitches in the curb.

> >> Note to iRacing (if you are going to model wet weather) -
> >> West Bend inside curb is mashed away just beyond the apex, where a
> >> nice puddle forms. Easy to miss until someone doesn't..
> >> The right hander coming out of Big Bend feeding the "short chute"
> >> always gets a puddle and if some bozo hits it we usually lose the next
> >> 3-4 cars behind him into the weeds.
> >> A river runs accross No-Name straight when it rains right about where
> >> you need to brake for the uphill.. always a treat... and the right
> >> side rumble strip is usually under about 6" of water..
> >> If you try and pass at the wrong time on the main straight you will
> >> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

> >> 8-)
> >> GP

Dave

iRacing.com and Skip Barber Announce Strategic Alliance

by Dave » Tue, 21 Nov 2006 13:31:54

"Tim Wheatley" <tim.wheat...@gmail.com> wrote in message

news:1163995466.162219.108000@f16g2000cwb.googlegroups.com...

> Um, Dave... I never mentioned that there wasn't a good version of
> Silverstone out there. Did I?

You said, "I attended Brands Hatch last September (for the A1GP) and
 Silverstone in April, neither of them were like I have seen in any
simulation (even to date). Silverstone, even though it's an airfield,
 is not flat at all when you actually have a view from the racing
surface rather than the TV camera or grandstands."

"neither of them were like I have seen in any
simulation (even to date)" sure sounds to me like you don't think there's a
good version of Silverstone available right now. I said the one recently
released with rFactor wasn't flat at all. That's all I said. No idea if
you've actually seen that particular version or not.

> Other than that, your points really don't have much relevance to
> anything I'm talking of because most of them don't apply to where we're
> going and/or things that you and the community are not aware of at this
> point.

My post is about the track accuracy issue in the new sim. That's what
everyone is discussing in this thread, including you.

> Also, GPS isn't what we use - so critisizing it is a little confusing,
> I assume you meant it the other way around.

Laser scanning then.

> I have absolutely no intention to attack other simulations, I don't
> recall mentioning any other simulation?

Don't know what you are referring to there. Who said you attacked another
sim? What sim?

> I am delighted to be bringing this simulation to you guys because I
> know how good I believe it is and I can't wait for the wider community
> to race it. I can quite easily roll back and give you no information at
> all if every point I make is going to be misread or taken as some sort
> of assumed insult. I don't want to do that, because I care about the
> community, I have served it for a long time.

Again, no idea what you are talking about with this insult stuff. I didn't
see you refer to any other sim, either directly or indirectly. Did you?

Now if you are going to imagine things that aren't there and threaten not to
say anything else about this sim, then just go right ahead and do so. No
time for that kind of bullshit to be honest. Sim developers who act as if
they are doing me some great favor by revealing bits of info of something
they want me to **buy** doesn't fly anymore.

--
David G Fisher

> Tim

> Dave F wrote:

>> Silverstone in rFactor just came out a few months ago, and isn't flat at
>> all.

>> Take this as criticism or someone just being very honest, but GPS track
>> making seems like it's being way over used as a gimmick to say, "Our sim
>> is
>> the most realistic." And that worries me that there might not be more and
>> better things to offer.

>> I 'd rather have 200 of the greatest current and historic tracks in the
>> world modeled to 98% accuracy (plus an endless supply of others) than a
>> small amount of mostly obscure tracks modeled to 99% accuracy (nothing
>> will
>> be 100%). Will every F1 track be made so I can run a full F1 season? They
>> can't make any historic tracks without lessening their claims of the
>> importance of GPS track accuracy, so they are off the list? All I think
>> of
>> when I hear the mention of GPS tracks is what a very, very long list of
>> tracks that **won't** be in this sim.

>> This talk of perfect GPS track accuracy just seems a little silly to me.
>> Watch this side by side video of Schumacher at Monza in rFactor and in
>> real
>> life and tell me what I'm missing.
>> http://youtube.com/watch?v=Nr5zu4bE3jw&mode=related&search= On top of
>> that,
>> the track has 6 layouts, including the historic banked oval. It's
>> brilliant.
>> Will there even be a GPS made version of Monza, or am I supposed to be
>> happier with an obscure GPS made club track I've never heard of that can
>> only run cars that bore me to death?

>> As for the hype that GPS tracks will be a benefit to helping a person
>> learn
>> a track in preparation for real life racing more than a non GPS sim
>> track....only an idiot and a lousy driver could say it makes a difference
>> to
>> them. I've heard real F1 drivers and other pros say it takes them a
>> **dozen** laps to learn a track. If a bad arcade game has a basic layout
>> of
>> a track at 70 % accuracy, it should be more than enough to help a real
>> driver with the first 10 minutes on the track. After that, reality is all
>> you should need for the next 10 minutes and then you had better know the
>> track, or please get very far away from any rolling machinery.

>> This sim will be good if it has the **right**cars and tracks (absolutely
>> critical), great graphics, excellent physics, and great multiplay.
>> Partnerships mean nothing except I have to take $$$ from my pocket month
>> after month .....put it into your hands.....which you put it into the
>> pockets of grinning track owners because they let you drive around with a
>> GPS device on their track for a day or two.  Screw them. :-)

>> --
>> David G Fisher

>> "Tim Wheatley" <tim.wheat...@gmail.com> wrote in message
>> news:1163981676.558818.53070@j44g2000cwa.googlegroups.com...
>> > Gary:
>> > http://youtube.com/watch?v=j5udic-Uh18
>> > http://youtube.com/watch?v=uYXwVY7fpbE
>> > http://youtube.com/watch?v=-mHh_K8HAls

>> > That's me in the R/T cockpit in the wet while at Lime Rock. I had no
>> > race car experience and infact very rarely drive on every day roads - I
>> > had never driven in the wet in any car. I had been karting before, and
>> > by the third race I was quite happily hanging the back end out the
>> > whole way around long turns. The nice thing when I was at Lime Rock
>> > Park was that I didn't need to learn the circuit, the sim had already
>> > done that. You're exactly right about the location of those puddles!

>> > That's something about TV too that I have only learned in the past
>> > year. I attended Brands Hatch last September (for the A1GP) and
>> > Silverstone in April, neither of them were like I have seen in any
>> > simulation (even to date). Silverstone, even though it's an airfield,
>> > is not flat at all when you actually have a view from the racing
>> > surface rather than the TV camera or grandstands. Before I worked for
>> > the company, I'd have wanted realistic tracks in their simulation, I'm
>> > frankly delighted to be a part of the team bringing these tracks to the
>> > community.

>> > Tim

>> > GaryP wrote:

>> >> >On 19 Nov 2006 10:49:03 -0800, "mcewena" <art.mce...@moh.gov.on.ca>
>> >> >wrote:
>> >> >Only if you're planning on driving the track in real life and haven't
>> >> >been there.  For the rest of us it's a nice to have.   If a certain
>> >> >pothole is 2" or 2' away from reality I won't lose any sleep.

>> >> You're right, most people will never know the difference. Those of us
>> >> lucky enough to spend time on these tracks will very much appreciate
>> >> having accurate, up-to-date representations to run on. It's a simple
>> >> matter of purity, and the fact is 95% of sim buyers have 0 clue what
>> >> any given track really looks like other than what their favorite game
>> >> shows them or they see on TV. It will be great to have the exact same
>> >> turn-in points, familiar glitches in the curb.

>> >> Note to iRacing (if you are going to model wet weather) -
>> >> West Bend inside curb is mashed away just beyond the apex, where a
>> >> nice puddle forms. Easy to miss until someone doesn't..
>> >> The right hander coming out of Big Bend feeding the "short chute"
>> >> always gets a puddle and if some bozo hits it we usually lose the next
>> >> 3-4 cars behind him into the weeds.
>> >> A river runs accross No-Name straight when it rains right about where
>> >> you need to brake for the uphill.. always a treat... and the right
>> >> side rumble strip is usually under about 6" of water..
>> >> If you try and pass at the wrong time on the main straight you will
>> >> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

>> >> 8-)
>> >> GP

Tim Wheatle

iRacing.com and Skip Barber Announce Strategic Alliance

by Tim Wheatle » Tue, 21 Nov 2006 13:34:46

Fair enough. Sorry for the confusion on my part David.
Dave F wrote:
> "Tim Wheatley" <tim.wheat...@gmail.com> wrote in message
> news:1163995466.162219.108000@f16g2000cwb.googlegroups.com...
> > Um, Dave... I never mentioned that there wasn't a good version of
> > Silverstone out there. Did I?

> You said, "I attended Brands Hatch last September (for the A1GP) and
>  Silverstone in April, neither of them were like I have seen in any
> simulation (even to date). Silverstone, even though it's an airfield,
>  is not flat at all when you actually have a view from the racing
> surface rather than the TV camera or grandstands."

> "neither of them were like I have seen in any
> simulation (even to date)" sure sounds to me like you don't think there's a
> good version of Silverstone available right now. I said the one recently
> released with rFactor wasn't flat at all. That's all I said. No idea if
> you've actually seen that particular version or not.

> > Other than that, your points really don't have much relevance to
> > anything I'm talking of because most of them don't apply to where we're
> > going and/or things that you and the community are not aware of at this
> > point.

> My post is about the track accuracy issue in the new sim. That's what
> everyone is discussing in this thread, including you.

> > Also, GPS isn't what we use - so critisizing it is a little confusing,
> > I assume you meant it the other way around.

> Laser scanning then.

> > I have absolutely no intention to attack other simulations, I don't
> > recall mentioning any other simulation?

> Don't know what you are referring to there. Who said you attacked another
> sim? What sim?

> > I am delighted to be bringing this simulation to you guys because I
> > know how good I believe it is and I can't wait for the wider community
> > to race it. I can quite easily roll back and give you no information at
> > all if every point I make is going to be misread or taken as some sort
> > of assumed insult. I don't want to do that, because I care about the
> > community, I have served it for a long time.

> Again, no idea what you are talking about with this insult stuff. I didn't
> see you refer to any other sim, either directly or indirectly. Did you?

> Now if you are going to imagine things that aren't there and threaten not to
> say anything else about this sim, then just go right ahead and do so. No
> time for that kind of bullshit to be honest. Sim developers who act as if
> they are doing me some great favor by revealing bits of info of something
> they want me to **buy** doesn't fly anymore.

> --
> David G Fisher

> > Tim

> > Dave F wrote:

> >> Silverstone in rFactor just came out a few months ago, and isn't flat at
> >> all.

> >> Take this as criticism or someone just being very honest, but GPS track
> >> making seems like it's being way over used as a gimmick to say, "Our sim
> >> is
> >> the most realistic." And that worries me that there might not be more and
> >> better things to offer.

> >> I 'd rather have 200 of the greatest current and historic tracks in the
> >> world modeled to 98% accuracy (plus an endless supply of others) than a
> >> small amount of mostly obscure tracks modeled to 99% accuracy (nothing
> >> will
> >> be 100%). Will every F1 track be made so I can run a full F1 season? They
> >> can't make any historic tracks without lessening their claims of the
> >> importance of GPS track accuracy, so they are off the list? All I think
> >> of
> >> when I hear the mention of GPS tracks is what a very, very long list of
> >> tracks that **won't** be in this sim.

> >> This talk of perfect GPS track accuracy just seems a little silly to me.
> >> Watch this side by side video of Schumacher at Monza in rFactor and in
> >> real
> >> life and tell me what I'm missing.
> >> http://youtube.com/watch?v=Nr5zu4bE3jw&mode=related&search= On top of
> >> that,
> >> the track has 6 layouts, including the historic banked oval. It's
> >> brilliant.
> >> Will there even be a GPS made version of Monza, or am I supposed to be
> >> happier with an obscure GPS made club track I've never heard of that can
> >> only run cars that bore me to death?

> >> As for the hype that GPS tracks will be a benefit to helping a person
> >> learn
> >> a track in preparation for real life racing more than a non GPS sim
> >> track....only an idiot and a lousy driver could say it makes a difference
> >> to
> >> them. I've heard real F1 drivers and other pros say it takes them a
> >> **dozen** laps to learn a track. If a bad arcade game has a basic layout
> >> of
> >> a track at 70 % accuracy, it should be more than enough to help a real
> >> driver with the first 10 minutes on the track. After that, reality is all
> >> you should need for the next 10 minutes and then you had better know the
> >> track, or please get very far away from any rolling machinery.

> >> This sim will be good if it has the **right**cars and tracks (absolutely
> >> critical), great graphics, excellent physics, and great multiplay.
> >> Partnerships mean nothing except I have to take $$$ from my pocket month
> >> after month .....put it into your hands.....which you put it into the
> >> pockets of grinning track owners because they let you drive around with a
> >> GPS device on their track for a day or two.  Screw them. :-)

> >> --
> >> David G Fisher

> >> "Tim Wheatley" <tim.wheat...@gmail.com> wrote in message
> >> news:1163981676.558818.53070@j44g2000cwa.googlegroups.com...
> >> > Gary:
> >> > http://youtube.com/watch?v=j5udic-Uh18
> >> > http://youtube.com/watch?v=uYXwVY7fpbE
> >> > http://youtube.com/watch?v=-mHh_K8HAls

> >> > That's me in the R/T cockpit in the wet while at Lime Rock. I had no
> >> > race car experience and infact very rarely drive on every day roads - I
> >> > had never driven in the wet in any car. I had been karting before, and
> >> > by the third race I was quite happily hanging the back end out the
> >> > whole way around long turns. The nice thing when I was at Lime Rock
> >> > Park was that I didn't need to learn the circuit, the sim had already
> >> > done that. You're exactly right about the location of those puddles!

> >> > That's something about TV too that I have only learned in the past
> >> > year. I attended Brands Hatch last September (for the A1GP) and
> >> > Silverstone in April, neither of them were like I have seen in any
> >> > simulation (even to date). Silverstone, even though it's an airfield,
> >> > is not flat at all when you actually have a view from the racing
> >> > surface rather than the TV camera or grandstands. Before I worked for
> >> > the company, I'd have wanted realistic tracks in their simulation, I'm
> >> > frankly delighted to be a part of the team bringing these tracks to the
> >> > community.

> >> > Tim

> >> > GaryP wrote:

> >> >> >On 19 Nov 2006 10:49:03 -0800, "mcewena" <art.mce...@moh.gov.on.ca>
> >> >> >wrote:
> >> >> >Only if you're planning on driving the track in real life and haven't
> >> >> >been there.  For the rest of us it's a nice to have.   If a certain
> >> >> >pothole is 2" or 2' away from reality I won't lose any sleep.

> >> >> You're right, most people will never know the difference. Those of us
> >> >> lucky enough to spend time on these tracks will very much appreciate
> >> >> having accurate, up-to-date representations to run on. It's a simple
> >> >> matter of purity, and the fact is 95% of sim buyers have 0 clue what
> >> >> any given track really looks like other than what their favorite game
> >> >> shows them or they see on TV. It will be great to have the exact same
> >> >> turn-in points, familiar glitches in the curb.

> >> >> Note to iRacing (if you are going to model wet weather) -
> >> >> West Bend inside curb is mashed away just beyond the apex, where a
> >> >> nice puddle forms. Easy to miss until someone doesn't..
> >> >> The right hander coming out of Big Bend feeding the "short chute"
> >> >> always gets a puddle and if some bozo hits it we usually lose the next
> >> >> 3-4 cars behind him into the weeds.
> >> >> A river runs accross No-Name straight when it rains right about where
> >> >> you need to brake for the uphill.. always a treat... and the right
> >> >> side rumble strip is usually under about 6" of water..
> >> >> If you try and pass at the wrong time on the main straight you will
> >> >> find yourself in one of a series of 1-2" deep puddles at 120+MPH..

> >> >> 8-)
> >> >> GP

jason moye

iRacing.com and Skip Barber Announce Strategic Alliance

by jason moye » Tue, 21 Nov 2006 21:27:14


> Infact it's not an accident that our
> development team includes the engineer responsible for Soda Off-Road
> Racing (Papyrus, 1997) too.

Stadium truck racing = I will get a second job to race this if need be.
Gary

iRacing.com and Skip Barber Announce Strategic Alliance

by Gary » Tue, 21 Nov 2006 23:45:37

Well, I guess i'm an "idiot and a lousy driver" because having the
visual points for turn-in/braking/etc. on a track exactly where they
are in real life is quite important to me in a sim.

"You've heard"... how comforting to know! I'm only a lowly Club racer,
not a pro, so I guess my not knowing a track after 12 laps goes back
to my being an idiot and crappy driver. What you are is someone that
knows absolutely nothing about RL racing besides what you see on TV.

GP


>As for the hype that GPS tracks will be a benefit to helping a person learn
>a track in preparation for real life racing more than a non GPS sim
>track....only an idiot and a lousy driver could say it makes a difference to
>them. I've heard real F1 drivers and other pros say it takes them a
>**dozen** laps to learn a track.

schoone

iRacing.com and Skip Barber Announce Strategic Alliance

by schoone » Wed, 22 Nov 2006 00:17:19

I never said you did, please read again as I was replying to Tony not you.


>I never made that suggestion, please read again.


>> I'm not a group or picking holes, I made a simple comment on what I seen
>> in
>> the graphics.  It is all we have to go on and I made a comment.  I guess
>> no
>> one is allowed to comment on anything regarding this sim.  God forbid
>> someone ask a question about it.  I have yet to see a single PR that was
>> even related to the sim itself, most seem to be marketing deals with race
>> series which is great but I think many of us want to know more about the
>> sim
>> itself in terms of features, release dates, etc.

>> Tim - can we possibly get some real info on the sim beyond the marketing
>> PR,
>> that is all I am looking for.




>> >> The comments on graphics are quite amusing to me to be honest, having
>> >> come from simracing to sim development. Try shrinking a 1600x1200
>> >> image
>> >> of something you think looks good down to the same width and height of
>> >> the right side of that video, then tell me if you can see the detail
>> >> you could at 1600x1200. That's all I have to say.

>> > It is the old damned if you do damned if you don't dilemma, Tim.

>> > We have one group clamoring for early WIP as evidence that an iRacing
>> > sim
>> > exists in the making and another group picking holes at the small video
>> > which aims to show how accurate the track is rather than showing off
>> > the
>> > graphics engine.

>> > FWIW I think the real video is worse than the simulated one, with its
>> > fish
>> > eye view, low quality and it was filmed on such a dull day. Perhaps we
>> > should take it to a film makers forum and see what they have to say :)

>> > Thanks for sharing the video. I only hope you (and all other sim racing
>> > devs) have broad enough shoulders to keep these WIP snippets coming,
>> > hopefully there will be some constructive comments to pick out, but to
>> > demonstrate track accuracy and then have to field questions on the
>> > "missing" dynamic lighting makes you wonder if the effort is
>> > worthwhile,
>> > which would be a shame for the rest of us keen to monitor progress.

>> > Cheers
>> > Tony


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