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Rec.Autos.Simulators Archive

Just some thoughts

8 posts by 6 people · 05 Aug 1999 - 09 Aug 1999

Hello, I still want to do this "Lets talk about what we want in a new CART sim and maybe someone really finds out they want this game and make it". Remember someone here talked about how creat a CanAm sim would be, and now look at Motorsims..... One of the few good things about C:PR was that mechanical enginner option you could use in the garage. You were asked 6 questions about car handling and drivability. Of course this would never make perfect setups, but I remember the car improved. Why don't we take this a little further. I and a fellow simracer used to race modem to modem Michigan in ICR2. We usually had 60 lap races so we had to pit. But preparing for a pitstop in the menus while going flat out in 240 mph is a bit difficult, and there is no time to set amount of fuel, select tires, wing angles and so on before hitting that first pitbox. In GP2 you have to wait until you are on the jacks before choosing what to change during the pitstop. This is a real waste of time and no driver do never have to go through so much trouble before a pitstop. Of course he has to make some decisions but it is the team managers call, and at least the driver get away with saying them, not to press F4 and < and > all the time :) My point is, why doesn't anyone simulate the whole weekend better. A race weekend should be in realtime, of course you should be able to choose the lenght of practice, qualifying and race, but when you do changes to the setup you would loose the time it takes to do those changes. What would be really great for ultimate realism was that you must choose a initial setup before starting on friday practice (this setup would be made during pre-season testing). During practice you will improve the setup, but you loose time when you do radical changes. The qualifying at last a hectic mornig warmup where you finetune the race setup. This way the frustration of not getting the car right could be simulated also :) And if during a championship there is no turning back it could be a source of real anger :)) Then finally there is the race. The AI team manager give you the fuel settings and so on during the race and call you in for pit-stops when needed. Before the race you may decide how the stategy will be or let the team manager do it. It would be for me a big relief not to have to concentrate on whenever i should put 27 or 32 gallons of fuel in the car, but just race and let the team manager give me the ultimate pitstop. And you don't have to go through that selection process you need to do if you only need a splash-and-dash when there is few laps left... Sorry for a bit messy post... -- Olav K. Malmin remove spam when replying
Bill Mette 05 Aug 1999#484213
It wouldn't even really have to be realtime to satisfy me. There could simply be a "catalog" of how long routine tasks take to accomplish. You'd simply pick the changes you want and then be stuck in the pits/paddock for the appropriate amount of time. The only problem with this is deciding how long it should take to fix damage. I don't believe there are any sims that model damage in enough detail for this to work. I can just imagine the "holy wars" that would develop over this! :-0 -- | "Instead of letting the moon be the Bill Mette | gateway to our future, we have let Enteract, Chicago | it become a brief chapter in our
TRUSRS85 05 Aug 1999#484214
CART Sim Features Sheet Important ones denoted with * All tracks* Good but easy to use Track Editor All cars (none fictional)* Fantasy Tracks 8^) GPL Physics or N3 if not GPL* All teams (tobacco and *** if possible)* native RENDITION support*** drafting* 3d***pits* 3d Physics engine that simulates true CART handling* Resolutions like 800x600 and 1024x768* Excellent car damage model so that no two crashes look alike* Realistic flip effects,like GPL and not Andretti Racing (boo) Comprehensive car setups, including springs, shocks, camber, weight jacker on ovals, static ride height, dampers, rebounds, bump stops, etc. * Realistic effects like bottoming out* Realistic debris that you can run over and damage your car on Random tire blowouts* Oil and other fluids from engine failures* Fire (highly unlikely this will be allowed by CART)* Realistic wall types and wall effects (Armco barriers do more damage than concrete, tire walls do less damage than concrete, tire walls cause car to get airborne and flip more than concrete and armcos, etc.)* Realistic gravel trap effects (Come on, you know you wanna do an Andretti at Mid-Ohio, admit it...)* Improved Paintkit* realistic sounds actually digitally recorded* animated pit stops* area in pit road that can be drivin off into the infield to get to victory lane..or garage* realistic***pit that has hand on wheel like GPL* better frame rates/3d acceleration/1024x768 resolution* better engine, way more realistic damage to the car, the way the damage is spread across the track in real life...fliping catchin air on other tires* better smoke,skid marks and racing groove*, possible damage of the catch fencing* RED FLAGS* animated workers on the track after a wreck...and if possible ambulances or REAL tow-trucks* marks on the walls after a hit, animated flagmen* more options to change on the car in garage full field of cars* all the current tracks ( if possible...Indianapolis, since it rightfully is CART's) * realistic lookin part-time road courses like with the closed off streets and stuff* fire,fuel and oil leaks, (causin slippery race track)* possible damage to the pit wall..* animated OPPONENT pit stops* more realistic AI cars* weather changes like durin the race, rain, wind, etc* possible use of rain tires, and racing in the rain (regardless of if there was rain that season or not*)
I'd like to see a "Team Mate Factor" integrated into a career mode. It would be measured 1 to 10. 1 would be the worst team mate. If your team mate was rated as 1, you'd have to do everything to help him go for the championship. You'd have to move over for him, give him setup info and if you out qualify him, give him your car etc, though this is moving into F1 sim territory. If your team mate was rated as 10, he'd have to do all that for you, and a team mate factor of 5 would mean equal status within the team. The team mate factor could change from race to race depending on your performace relitive to you team mate's. That would be realistic from an Eddie Irvine/F1 point of view. No so much for a CART sim. Rob Swindells 3rd equal in Goldline Bearing FFord Championship (18 Points); 9 points behind Championship Leader (as of round 4 of 6) "If you're a great driver, you will get through. It's not harder than any time before." ~Martin Brundle
Peter Ives 07 Aug 1999#484618
I would like to see dirty air in the corners forcing drivers to take the corner slower than normal. As far as I'm aware I have never experienced this affect in any sim. that I have driven and has meant that, if you are faster than the car in front, it was a relatively simple process to stay close to it through the corner and then breeze past along the straight with the tow. With dirty air there would surely be more dicing where slower cars were able to hold up faster ones, resulting in 2, 3 or more cars staying relatively close together on the track instead of getting strung out round the circuit. -- Peter Ives
EldredP 08 Aug 1999#484755
>I would like to see dirty air in the corners forcing drivers to take the >corner slower than normal. As far as I'm aware I have never experienced >this affect in any sim. that I have driven and has meant that, if you >are faster than the car in front, it was a relatively simple process to >stay close to it through the corner and then breeze past along the >straight with the tow. I thought ICR2 did that? I always had problems closing up on a slower car. I especially noticed this at Nazereth. I couldn't take corners as fast as normal if I was directly behind another car. The car developed a SERIOUS push... Eldred __ Put your message in a modem, and throw it in the ***-sea... remove SPAM-OFF to reply.
Peter Ives 09 Aug 1999#484915
Quoted text (10 lines)>>I would like to see dirty air in the corners forcing drivers to take the >>corner slower than normal. As far as I'm aware I have never experienced >>this affect in any sim. that I have driven and has meant that, if you >>are faster than the car in front, it was a relatively simple process to >>stay close to it through the corner and then breeze past along the >>straight with the tow. >I thought ICR2 did that? I always had problems closing up on a slower car. I >especially noticed this at Nazereth. I couldn't take corners as fast as normal >if I was directly behind another car. The car developed a SERIOUS push...
Well, if ICR2 did have it then it was very subtle unless at high speeds. I can remember following a car through the Carousel (hope that's spelt correctly) at Elkhart Lake and only having to back off to avoid going into the back of it, and that isn't exactly a slow corner. If dirty air is done correctly then at what speeds should we start to notice the effects? I would have thought somewhere about 70mph and above. -- Peter Ives
EldredP 09 Aug 1999#484916
Quoted text (17 lines)>>>I would like to see dirty air in the corners forcing drivers to take the >>>corner slower than normal. As far as I'm aware I have never experienced >>>this affect in any sim. that I have driven and has meant that, if you >>>are faster than the car in front, it was a relatively simple process to >>>stay close to it through the corner and then breeze past along the >>>straight with the tow. >>I thought ICR2 did that? I always had problems closing up on a slower car. >I >>especially noticed this at Nazereth. I couldn't take corners as fast as >normal >>if I was directly behind another car. The car developed a SERIOUS push... >Well, if ICR2 did have it then it was very subtle unless at high speeds. >I can remember following a car through the Carousel (hope that's spelt >correctly) at Elkhart Lake and only having to back off to avoid going >into the back of it, and that isn't exactly a slow corner.
Well, maybe I just got lucky(or unlucky?).... I noticed it a lot. This, I couldn't even guess at. I've forgotten the last time it was explained fully on tv. But, it sounds about right. Eldred __ Put your message in a modem, and throw it in the ***-sea... remove SPAM-OFF to reply.

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