> You know, Geoff Crammond has the right idea about how to model a race car
> simulation. He makes the actual driving of a GP2 car somewhat forgiving.
> This allows a sim racer to concentrate on driving the right line, hitting
> the brake zones, finding the apex, and nailing the exits.
> This is the essence of race car driving at its most clinical.
There's a sim I used to swear by that has been carefully reduced to just
these strategic elements. It's a board game called "Speed Circuit",
published these days by The Avalon Hill Game Company. It even models
Watkin's Glen! (No racing in wet weather though, the board will warp ;)
For me, a board game is about optimal tactics and strategies.
A first person realtime driving simulator should be about
driving technique as much as strategies. Otherwise, the strategies
can't help but be warped.
I couldn't drive the G3 car yesterday. Today I made 3 laps
without going off. I've learned to feel the tires a bit.
I can feel the weight lift off flashing over the hill crest.
I can anticipate and choose my trajectory to avoid losing
it while optimising within this real world constraint.
(Being a flight simmer, I appreciate a sim that
models gravity and inertia, nd gives it something interesting
to do ;) I can feel the effects
of the transverse weight shift due
to driveshaft torque when I spin out in first.
I can anticipate this with steering, or just stay
away from the wheelspin limit to get past it.
But the limit is there. Because it is, it affects tactics.
When I approach the tire limits while cornering now,
I can imagine that some day I'll be able to ride that
limit and actually feel the balance of the car. I feel
enough now to know it's there. Then I'll know how to
adjust the throttle and eventually plan the speed
to keep it balanced near the edge.
What I've been doing is driving the GP car like the G3.
Gears, braking points, not even using top gear. ;)
Just improving my lap times and control a bit through
faster acceleration and deceleration and a bit more
speed maybe in 4th. That's how I'm working on building
my senstivity so far.
Um, you mean getting the techniques of:
> driving the right line, hitting
> the brake zones, finding the apex, and nailing the exits.
not all the techniques. Just these tactical ones.
And after you drive 500 perfect tactical laps in traffic in GP2... what?
;)
In GP1, I could be leading the pack in the second lap at Monaco
after starting at the back of the grid. Probably by demon-out-braking
several cars every corner ;) (Nice to not have to worry about control.)
Excellant "tactics"? Excellant lines and braking within the sim-world?
Of course. Even vaguely realistic? LOL)
GPL it appears, will let you work on even more techniques.
You do have to start in a different place. If GP2 would work on
my system, I think I'd use it to brush up on your favorite techniques.
I'm two years rusty in sim driving, since I found online flight sims. ;)
Right now though, I'm enjoying thinking hard about load transfer,
handling balance (never felt that before, hooray x-DOF ;),
throttle control, and speed.
Um, I doubt many will study it that way. I hope they will
try to use the minimal feedbacks available in a computer sim
to imagine they are feeling the car. They may even be doing that.
I've seen a touch of that in myself tonight.
Some people say the same thing about 6DOF PC flight simulators,
actually.
But the extra degrees of feeling reward realistic tactics, in the end.
Without them, patently unrealistic tactics are rewarded. <I could go on
for
pages on this topic. ;> Here, in GPL there is similar room to grow.
Both in technique, and finally in tactics.
You ARE very right though. There is a MAJOR difference in philosophy.
It starts with GPL being a realtime sim, and it goes from there.
Some will like one, some another, as you have pointed out.
I'm glad there is a choice, now.
- Matt
WarBirds: =para=
WarBirds Training Staff