Then there is somthing severly wrong with the model. Using real physics
there isn't any reason for this at all. Properly done the model wouldn't
"care" about the weight of the car. It would simply plug the number into the
equations and spit out the appropriate reaction. The equations of rotational
inertia can be computed quite readily by hand on the back of a***tail
napkin, and are valid for weights less than a grain of sand to larger than a
planet. I think all cars fall within this range.
The limitations of modeling are really just how many factors of decreasing
magnitude you are willing to deal with. To model the grosser physical
properties of a car dosn't really take that much. At least in terms of video
representation and apparent response to control inputs. Just like everything
else, it's the last 10% that takes 90% of the work.
Sure, if you want to generate ACTUAL g loads on the sim driver you've got a
lot more work ahead of you. It IS a sim, not a real car.
We differ here too I guess. :) I don't like body roll, and I don't like
squishy long travel pedals. I've got a Mad Catz. The pedal travel is too
long. I need to stick a door stop under it. If my street car brake pedal
ever felt like that I'd be under it in a flash looking for the fluid leak
and/or where the air was getting into the system.
Well, you can find a post I wrote about Skip Barber Racing elsewhere in the
ng today. I'll hold my breath and pray on that one.
And you are absolutely right, I drive sims for much the same reason you do,
heck, even if I could take a competition car out on the street without tags
whenever I wanted to I couldn't cover the tire bill for the hours day I'd be
out there. So, I drive sims.
NOTHING beats a real car though.