Race Sim Central
Rec.Autos.Simulators Archive

Realistic racing and bumper cars?

16 posts by 8 people · 18 Sep 2008 00:03 UTC - 25 Sep 2008 15:41 UTC

John Doe 18 Sep 2008 00:03 UTC#2698
Unless you are planning on becoming a race driver, for which you will need a lot more than a simulator, why worry about crashing while racing? Personally, I like the idea of total realism with respect to the interaction of wheels on the pavement combined with the fun of being indestructible. Wouldn't that help solve the problem of inexperienced drivers who don't let you pass? You could do like the police during a real-life car chase and spin them out of the way. Faster drivers will still always make up time when not having to pass other cars. Of course it would advantage someone who's good at bumping around in traffic, but that too is a skill. I'm sure it's not a novel idea, but do any groups practice that in online racing? By the way, FWIW. In spite of SecuROM, I totally enjoy exotic racetracks in Simbin's games. I wonder why anyone would want to race around an oval track for four hours. Maybe the main excitement in that is interaction with other cars.
> the fun of being indestructible. The alternative is collision off racing, cars can go through each other. Collision off was the norm for some racing games. > In spite of SecuROM, I totally enjoy exotic racetracks in Simbin's > games. I wonder why anyone would want to race around an oval track > for four hours. For the money. Worse yet are the 12 hour and 24 hour endurance races. Regarding racing ovals online in games, especially open servers on NR2003, it's the fact that just about anyone can win, in spite of their racing skills.
Peter 20 Sep 2008 11:19 UTC↳ reply to John Doe#2586
In article <AVgAk.473$[email hidden]>, [email hidden] says...
Quoted text (14 lines)> > Unless you are planning on becoming a race driver, for which you > will need a lot more than a simulator, why worry about crashing > while racing? Personally, I like the idea of total realism with > respect to the interaction of wheels on the pavement combined with > the fun of being indestructible. Wouldn't that help solve the > problem of inexperienced drivers who don't let you pass? You could > do like the police during a real-life car chase and spin them out of > the way. Faster drivers will still always make up time when not > having to pass other cars. Of course it would advantage someone > who's good at bumping around in traffic, but that too is a skill. > I'm sure it's not a novel idea, but do any groups practice that in > online racing? >
Not sure you're going to get many advocates here. Besides, the netcode is going to have to be pretty damn good to allow you to bump another so precisely as to spin them out and allow you to keep going. Haven't done any online stuff in the last couple of years now so things have probably improved, but normally any kind of coming together would result in both cars careering off into the nearest piece of scenery. -- Pete Ives Remove All_stRESS before sending me an email
John Doe 20 Sep 2008 15:40 UTC↳ reply to Peter#2589
Peter <[email hidden]> wrote:
Quoted text (22 lines)> [email hidden] says... >> >> Unless you are planning on becoming a race driver, for which you >> will need a lot more than a simulator, why worry about crashing >> while racing? Personally, I like the idea of total realism with >> respect to the interaction of wheels on the pavement combined >> with the fun of being indestructible. Wouldn't that help solve >> the problem of inexperienced drivers who don't let you pass? You >> could do like the police during a real-life car chase and spin >> them out of the way. Faster drivers will still always make up >> time when not having to pass other cars. Of course it would >> advantage someone who's good at bumping around in traffic, but >> that too is a skill. I'm sure it's not a novel idea, but do any >> groups practice that in online racing? > Not sure you're going to get many advocates here. Besides, the > netcode is going to have to be pretty damn good to allow you to > bump another so precisely as to spin them out and allow you to > keep going. Haven't done any online stuff in the last couple of > years now so things have probably improved, but normally any kind > of coming together would result in both cars careering off into > the nearest piece of scenery.
It works in GTR. It works in Need for Speed too. Obviously it's not rocket science. -- The first big front wheel rollerblades. http://www.flickr.com/photos/27532210@N04/2565924423/ Google Groups is destroying the USENET archive.
> I like the idea of total realism with respect to the interaction > of wheels on the pavement combined with the fun of being indestructible. This is how Toca Race Driver 3 works. Turns out that your fastest lap times occur when you use opponent cars as brake and cornering assists. The normal strategy is to brake too late, ram the opponent car from behind, sending that car off track, and slowing your car enough to make the turn. During corner exit, if someone ahead isn't on the inside line, you can dive inside going too fast timing it so your car slides into the opponent car, bumping the opponent car off track, and keeping you on track. Because of tactics like this, many in RD3 choose to run with collision off. In the older need for speed games (High Stakes and Porsche Unleashed), the vast majority of races were done collsion off (drafting should be disabled with collision off).
"jeffareid" <[email hidden]> wrote:
Quoted text (12 lines)>> I like the idea of total realism with respect to the interaction >> of wheels on the pavement combined with the fun of being >> indestructible. > > This is how Toca Race Driver 3 works. Turns out that your fastest > lap times occur when you use opponent cars as brake and cornering > assists. The normal strategy is to brake too late, ram the > opponent car from behind, sending that car off track, and slowing > your car enough to make the turn. During corner exit, if someone > ahead isn't on the inside line, you can dive inside going too fast > timing it so your car slides into the opponent car, bumping the > opponent car off track, and keeping you on track.
That stuff is easier said than done against intelligent, experienced, and skillful drivers. -- The first big front wheel rollerblades. http://www.flickr.com/photos/27532210@N04/2565924423/ Google Groups is destroying the USENET archive.
John Doe wrote: > Peter <[email hidden]> wrote: > >> [email hidden] says... >>> Unless you are planning on becoming a race driver, for which you >>> will need a lot more than a simulator, why worry about crashing >>> while racing?... >> Not sure you're going to get many advocates here. Besides, the >> netcode is going to have to be pretty damn good to allow you to >> bump another so precisely as to spin them out and allow you to >> keep going.... > It works in GTR. It works in Need for Speed too. Obviously it's not > rocket science. What I used in Racer turned out to be the simplest method; swap velocities on contact. Just that. Unfortunately it doesn't handle rotational changes (impulses) correctly but generally both cars are going in the same direction more or less, so it looked quite convincing. Also over networking. Ruud
Quoted text (11 lines)>> This is how Toca Race Driver 3 works. Turns out that your fastest >> lap times occur when you use opponent cars as brake and cornering >> assists. The normal strategy is to brake too late, ram the >> opponent car from behind, sending that car off track, and slowing >> your car enough to make the turn. During corner exit, if someone >> ahead isn't on the inside line, you can dive inside going too fast >> timing it so your car slides into the opponent car, bumping the >> opponent car off track, and keeping you on track. > > That stuff is easier said than done against intelligent, > experienced, and skillful drivers.
Not when thse skillful drivers brake for corner entry, and the driver behind choose to ram them. It's difficult to swerve to avoid a rammer while under braking because lateral forces are limited. Some method of placing blame on what driver was responsible for contact would be needed to stop this.
"jeffareid" <[email hidden]> wrote:
Quoted text (16 lines)>>> The normal strategy is to brake too late, ram >>> the opponent car from behind, sending that car off track, and >>> slowing your car enough to make the turn. During corner exit, if >>> someone ahead isn't on the inside line, you can dive inside >>> going too fast timing it so your car slides into the opponent >>> car, bumping the opponent car off track, and keeping you on >>> track. >> >> That stuff is easier said than done against intelligent, >> experienced, and skillful drivers. > > Not when thse skillful drivers brake for corner entry, and the > driver behind choose to ram them. It's difficult to swerve to > avoid a rammer while under braking because lateral forces are > limited. Some method of placing blame on what driver was > responsible for contact would be needed to stop this.
I disagree. Maybe we can get together and you can prove how easy it is. -- The first big front wheel rollerblades. http://www.flickr.com/photos/27532210@N04/2565924423/ Google Groups is destroying the USENET archive.
>> Not when thse skillful drivers brake for corner entry, and the >> driver behind choose to ram them. > I disagree. Maybe we can get together and you can prove how easy it > is. Make this simpler, take two equally skilled drivers and allow only one of them to ram the other from behind during corner braking, (with a no damage, no fault situation), who wins? Turn off collision and drafting, it may not be realistic, but it eliminated any wrecker issues.
"jeffareid" <[email hidden]> wrote:
Quoted text (7 lines)>>> Not when thse skillful drivers brake for corner entry, and the >>> driver behind choose to ram them. > >> I disagree. Maybe we can get together and you can prove how easy it >> is. > > Make this simpler, take two equally skilled drivers and allow
No way. -- The first big front wheel rollerblades. http://www.flickr.com/photos/27532210@N04/2565924423/ Google Groups is destroying the USENET archive.
"Peter" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (24 lines)> In article <AVgAk.473$[email hidden]>, > [email hidden] says... >> >> Unless you are planning on becoming a race driver, for which you >> will need a lot more than a simulator, why worry about crashing >> while racing? Personally, I like the idea of total realism with >> respect to the interaction of wheels on the pavement combined with >> the fun of being indestructible. Wouldn't that help solve the >> problem of inexperienced drivers who don't let you pass? You could >> do like the police during a real-life car chase and spin them out of >> the way. Faster drivers will still always make up time when not >> having to pass other cars. Of course it would advantage someone >> who's good at bumping around in traffic, but that too is a skill. >> I'm sure it's not a novel idea, but do any groups practice that in >> online racing? >> > > Not sure you're going to get many advocates here. Besides, the netcode > is going to have to be pretty damn good to allow you to bump another so > precisely as to spin them out and allow you to keep going. Haven't done > any online stuff in the last couple of years now so things have probably > improved, but normally any kind of coming together would result in both > cars careering off into the nearest piece of scenery. >
In rFactor it very easy to bump cars off the road and get away with it. The online servers set the damage too low, hence the unrealistic driving methods.
"David Fisher's Left Testicle" <dfg.myass@aol> wrote in message news:z8mCk.65112$[email hidden]...
Quoted text (30 lines)> > "Peter" <[email hidden]> wrote in message > news:[email hidden]... >> In article <AVgAk.473$[email hidden]>, >> [email hidden] says... >>> >>> Unless you are planning on becoming a race driver, for which you >>> will need a lot more than a simulator, why worry about crashing >>> while racing? Personally, I like the idea of total realism with >>> respect to the interaction of wheels on the pavement combined with >>> the fun of being indestructible. Wouldn't that help solve the >>> problem of inexperienced drivers who don't let you pass? You could >>> do like the police during a real-life car chase and spin them out of >>> the way. Faster drivers will still always make up time when not >>> having to pass other cars. Of course it would advantage someone >>> who's good at bumping around in traffic, but that too is a skill. >>> I'm sure it's not a novel idea, but do any groups practice that in >>> online racing? >>> >> >> Not sure you're going to get many advocates here. Besides, the netcode >> is going to have to be pretty damn good to allow you to bump another so >> precisely as to spin them out and allow you to keep going. Haven't done >> any online stuff in the last couple of years now so things have probably >> improved, but normally any kind of coming together would result in both >> cars careering off into the nearest piece of scenery. >> > In rFactor it very easy to bump cars off the road and get away with it. > The online servers set the damage too low, hence the unrealistic driving > methods.
I was doing a Late Model race a while back and it was down to a couple of laps to go and I was ahead of a car I was racing for position. He gave me a tap entering the corner and moved me up a bit and got around me. Zero incident points were accessed to either of us, so it can be done realistically if you know what you are doing. I considered it very good racing. Ed
Ed Medlin wrote:
Quoted text (39 lines)> "David Fisher's Left Testicle" <dfg.myass@aol> wrote in message > news:z8mCk.65112$[email hidden]... >> "Peter" <[email hidden]> wrote in message >> news:[email hidden]... >>> In article <AVgAk.473$[email hidden]>, >>> [email hidden] says... >>>> Unless you are planning on becoming a race driver, for which you >>>> will need a lot more than a simulator, why worry about crashing >>>> while racing? Personally, I like the idea of total realism with >>>> respect to the interaction of wheels on the pavement combined with >>>> the fun of being indestructible. Wouldn't that help solve the >>>> problem of inexperienced drivers who don't let you pass? You could >>>> do like the police during a real-life car chase and spin them out of >>>> the way. Faster drivers will still always make up time when not >>>> having to pass other cars. Of course it would advantage someone >>>> who's good at bumping around in traffic, but that too is a skill. >>>> I'm sure it's not a novel idea, but do any groups practice that in >>>> online racing? >>>> >>> Not sure you're going to get many advocates here. Besides, the netcode >>> is going to have to be pretty damn good to allow you to bump another so >>> precisely as to spin them out and allow you to keep going. Haven't done >>> any online stuff in the last couple of years now so things have probably >>> improved, but normally any kind of coming together would result in both >>> cars careering off into the nearest piece of scenery. >>> >> In rFactor it very easy to bump cars off the road and get away with it. >> The online servers set the damage too low, hence the unrealistic driving >> methods. > I was doing a Late Model race a while back and it was down to a couple of > laps to go and I was ahead of a car I was racing for position. He gave me a > tap entering the corner and moved me up a bit and got around me. Zero > incident points were accessed to either of us, so it can be done > realistically if you know what you are doing. I considered it very good > racing. > > Ed > >
In Iracing, it seemed to me, that the incident system (I forget what they call it), was tuned for circle track racing. Try the same thing on a road course and see what happens. Any incident on a road course gets you dinged, but on an oval, it's please sir can I have another. I can see why they tuned it for ovals. Ovals being (unfortunately) the pinnacle of racing in America.
[email hidden] (Richard) wrote: > Ovals being (unfortunately) the > pinnacle of racing in America. I've only recently had access to Channel5 & digital TV in the UK, and have been watching... well, recording anyway, the Nascar races. The first few I watched all the way through, probably because of the novelty. But even though I enjoy a bit of oval racing myself (I can understand the challenge, at least on longer ovals... the short ones annoy me), my watching has tailed off towards zero, with an awful lot of fast forwarding. I guess oval fans would say similar things about F1 or the BTCC, but I just can't maintain interest across a 400 lap race and a dozen yellow flags, with fifty-ish drivers. Like most sports, I guess it's largely cultural. You grow up with these things and they become ingrained in your habits. You 'mesh' with the sport and the changing participants. I do still get some pleasure from the Nascar races though. I play a game called 'guess the combined weight of the pit lane crew'. Some of them are a big sneaky and have a skinny guy on the team. It throws my calculations way off. Andrew McP
> In Iracing, it seemed to me, that the incident system (I forget what they > call it), was tuned for circle track racing. Try the same thing on a road > course and see what happens. Any incident on a road course gets you > dinged, but on an oval, it's please sir can I have another. > I can see why they tuned it for ovals. Ovals being (unfortunately) the > pinnacle of racing in America. I can't speak for all Americans, but I really enjoy all racing. With Nascar money now going behind the Dayton Prototype Series, I can see a lot of growth there over the next few years. I would like to see the resurgence of road racing in the US. Up until the 70s it was very strong, but with the extra expense and all that went with it, the local SCCA amateur clubs all dried up and along with that a lot of the popularity. I can't remember the last time the F1 series was as interesting as it has been the last two years. Things like the call from FIA on Hamilton a couple of weeks ago don't help, but hey.......Nascar does the same thing on occasion......:-). Politics is very strong in all types of racing. In iRacing, you can get 0x contact between cars in all series, road courses included. It is just harder to do in a road race than an oval because of the speed differences. On an oval, the speeds are usually very similar between two cars racing for position and a slight tap is easier to do. In road racing, the overtaking car usually is dependent upon a mistake by the car in front and the closure rate is usually much quicker so that contact is usually much harder. I do find that the incident system is much too tough in road racing compared to ovals when a tire off can get you 2-4 points off your iRating. You don't see nearly as many 4.99 ratings in road racing as you do on the ovals. Ed

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy