>>The mere
>> fact that the game developers have resorted to a "do-it-yourself" approach
>> to correcting some pretty formidable problems regarding gravity, accel-
>and
>> braking-grip, inertia has really been disappointing to me.
>> (By "do-it-yourself," I mean releasing patches that encouraged purchasers
>to
>> adjust all the parameters themselves to "get it right" for their own
>tastes.
>> In one sense, I suppose that's to be lauded--it does show a commitment to
>> the product. But, I feel [IMO only], it's also an admission of defeat on
>> the progrrammers' part.)
>Wrong.
>They put that option in for the sim fans that feel that they know what's
>real and no one else has a clue.
>Gravity, acceleration, etc., are all accurate. While the brakes on a rally
>car are incredibally strong, they were set extra strong in order to no make
>the game impossible for 99% of the people who purchase it. That's the only
>setting that needs to be changed.
But how does that work? I mean, does it improve tyre grip? Or does it
create stronger brakes? Then why are there separate values for
accelaration, braking and sliding? In what way are these values
plugged in in the physics model?
Remco
>> >Physics (What else <g>).
>> The physics are not really bad, but they are far away from GPL (yeah,
>> GPL...<g>). I don't think that even tyrecontact is modelled. It's a
>> FAR model, where the behaviour is linked to the current surface. For
>> me it's a big spoiler...