> When I say "smooth", I'm referring to how the car appears to a spectator. No
> one saws at the wheel in real F1 like we would in GPL.
That's because GPL, while being a revolutionary sim in 1998, doesn't
bear a whole lot of resemblance to reality. Don't get me wrong, it's
great for learning driving and race technique and it's a real challenge
to drive, but it was also superceded by 3 sims that improved on it, and
even the most recent of those hasn't had a facelift since late 2003.
I'm pretty sure when F1C came out, I made the point that the physics
were on par with GPL (if not on RAS or RSC, then numerous times on VROC
when I tried to defend it to the "lol it's no GPL" idiots). The
problem to me is that a.) the open wheelers in rFactor don't improve on
the ones in F1C in any appreciable way (aside from the netcode of
course) and b.) being as good as GPL isn't good enough anymore. It
wasn't good enough for me when N2003 came out, when PTA and GTP came
out, when RBR came out, and it's not good enough at a time when we have
GT Legends, GTR2, and eventually Driver's Republic (a game developed by
someone with a verifiable sim background who is equally interested in
vehicle dynamics and being open to modification - it's like combining
Kaemmer and ISI in one package).
The sad thing about GTR2, while I'm ranting, is that people are
blasting it for compromises that had to be made to the physics -
compromises necessitated by the limitations of ISI's engine. The 2 big
complaints involve the tire slip angles and the lack of downforce loss
due to yaw being applied to the wings. 2 areas that, after 8 years of
sim development, still cannot be modelled to any reasonable degree in
an ISI engine. The whole "speed at which grip drops to half" cheap-ass
hack is nice and all, but it wouldn't be necessary if they built a real
tire model that could handle the changes in the behavior of tires at
various speeds. Likewise, I still can't fathom how it's impossible to
model anything but a linear relationship between yaw and downforce.
Surely it wouldn't be that hard to implement definable curves for that?
You know, so you could model how an actual aerodynamic device works.
Anyway, good luck with rfactor and all that. If you manage to find an
incar video of an open wheel sim where the steering wheel movement is
anywhere near this, let me know:
http://www.youtube.com/watch?v=-dQsA_3sg1U