Hi Mike,
I indeed have thought about this, and my conclusions were surprisingly
similar. If I were to do it, the first thing I would take care of would
be yaw dampening. I would introduce an additional torque on the car that
would be proportional and inverse to the angular velocity vector (sort
of as if rotating the object in a viscous fluid). This should help with
the requirement that arcade players tend to not use smooth inputs, as
they usually play with a digital (style) control.
If that is not enough, then at least the front tyres need to have their
lateral grip vs. slip curve altered; arcade players like their car to go
left when they select left, the control reversals or inefficiency when
past limit isn't quite something that is expected, control should be had
at all times. This means that the grip curve should not reverse after a
certain point, but that it should at least saturate or even have a
constant small positive slope, so that control is maintained at all slip
angles. You probably want spins to happen, but you also want to make
them catchable; I believe this could be the key.
The proportionality constant for yaw dampening and the interpolation
from a proper slip curve to a more controlable one can be done
continuously (the slider idea), and without introducing any hard
constraints, which would probably make the arcade mode still feel quite
natural.
Anyway, I'd love to hear more thoughts on the topic, especially from
people who actually have experience implementing such things.
-Gregor
> Hello everyone,
> I've noticed that many car sim games have an arcade mode. This mode usually
> has simpler handling than sim mode, so that it's more difficult to lose
> control and go into a spin, and it's easier to regain control once it's been
> lost. I thought it might be nice to include this in a sim using a difficulty
> slider e.g. going from 1 - 10, with 1 being complete novice and 10 being
> hardened sim player (rather than the usual beginner/advanced/expert
> options).
> The problem is, I'm not sure how an arcade mode would be derived from a
> simulation. It seems to me that the most obvious way of doing this would be
> to artificially limit something in the simulation. My initial thoughts on
> this are to limit either the angular velocity in the yaw axis or to limit
> the ratio of lateral forces applied to the front and rear tyres. But with
> either of these approaches I can see unnatural side effects ocurring (most
> arcade modes derived from sims do retain a degree of naturalness).
> Has anybody else had any thoughts about this?
> Cheers,
> Mike.