Being an avid car enthusiast (GPL, Nascar3, DTR,
etc.) car sims are my first love, however, after playing a few
flight sims (EAW, Longbow2, etc.) I have come to the
conclusion that flight sims are SO much more detailed
in almost all aspects. Why is this? With a flight sim I have
to turn on the engine and do numerous other tidbits that
really increase the "immersion factor". I would love to have,
for instance, a Nascar Sim that I have to turn on the fuel and
ignition and fire it up, have a real neutral position (like GPL),
etc. Perhaps I'm just rambling, but all these "little things" go
a long way. I don't mean to slight the efforts of any sim developers,
I think Nascar3 is great given its modest beings, just trying to
help somebody raise the bar....
Hank
It is probably the nature of the genere. If a racing sim were
done acurately (like GPL) it would certainly rival flightsims
in the physics department. However quality flightsims have
good coordination (at least decent) with wingmen or even
flights. Falcon 4 has fantastic background radio chatter which
IMHO adds to the immersion. Racing sims have very sparse
radio chatter. The UBISOFT and Nascar series of racing sims
have some radio chatter, but nowhere near the same.
Also, racing sims require about 1000% more attention than
flightsims do. Ariel battle is essentially hours of boredome
puncuated by seconds of terror. Racing on the other hand
really required 100% attention all the time. I've had many
races in F1RS where I am doing great. Then someone
comes into the room and tries talking to me. BOOM
I lose concentration and crash. I guess what I am saying
is you are so concentrated with driving, you don't have
time to fiddle with little things like you do in flightsims.
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I would love to have,
I agree Hank. Flight sims took a big step up for my enjoyment when
they started allowing taxing before the flight. Imagine a racing sim
where you not only drove into the pits, but also into the garage area.
Imagine the debates here if we got a sim that actually had a garage
area, but had the computer drive us in. :)
How about a bank of switches that controlled the standby electrical
systems? Couldn't electrical failures be modeld? then we would
'intereact' with our working enviroment. Many other items such as this
could be in place. In road racing sims, we could adjust the brake bias
etc. I believe the ammount of things we DON't get to do in a racing sim
is staggering
dave henrie
If you want the ultimate in realism grab the Flight Sim "Fly!" by
Terminal Reality. Set everything to full real including mixutres and
engine starting sequence, etc. Then start up the Hawker Raytheon 800
from scratch. It's about 2 pages worth of steps.. though they don't
quite let it get real enough for you to blow the turbofan apart.. it
still takes a while. :) You even have to worry about whether or not yo
uhave enough battery power to do it. Unlike the Flight Unlimited
series (I have II & III) you don't have the overly annoying tower
unless youw ant it and in Fly it's a lot easier to deal with. VERY
good sim but I highly recommend you have at least a Pentium II450 or
better.
Out of the 7 or 8 flight sims Fly is the benchmark.
____________________
Polititians & Diapers have one thing in common:
They should both be changed regularly and for the same reason!
Quoted text (11 lines)
> I agree Hank. Flight sims took a big step up for my enjoyment when >they started allowing taxing before the flight. Imagine a racing sim >where you not only drove into the pits, but also into the garage area. > Imagine the debates here if we got a sim that actually had a garage >area, but had the computer drive us in. :) > How about a bank of switches that controlled the standby electrical >systems? Couldn't electrical failures be modeld? then we would >'intereact' with our working enviroment. Many other items such as this >could be in place. In road racing sims, we could adjust the brake bias >etc. I believe the ammount of things we DON't get to do in a racing sim >is staggeringQuoted text (7 lines)
>Being an avid car enthusiast (GPL, Nascar3, DTR, >etc.) car sims are my first love, however, after playing a few >flight sims (EAW, Longbow2, etc.) I have come to the >conclusion that flight sims are SO much more detailed >in almost all aspects. Why is this? With a flight sim I have >to turn on the engine and do numerous other tidbits that >really increase the "immersion factor". I would love to have,IndyCar Racing 2 had that yes.. but we need to accept some series has not as
much thing as that. Stock-cars mostly don't have those settings, no ? I
have never seen a turbo-charged Nascar ;-D
I would speculate that Gp3 will have such settings. But who knows, it's
just a shot in the dark. For me immersion is not an essential even if I
would welcome it easily. Throwing a Lotus on the Nurburgring with your
speakers screaming, at the end of your lap and actually knowing this time
that you might get a sub 8min 30sec lap is well enough immersive for me ;-)
--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."
>Being an avid car enthusiast (GPL, Nascar3, DTR,
>etc.) car sims are my first love, however, after playing a few
>flight sims (EAW, Longbow2, etc.) I have come to the
>conclusion that flight sims are SO much more detailed
>in almost all aspects
I'm kind of with you on this one. Although I'm not so bothered about all
the peripheral stuff (starting engines, driving into garages), I'm more
concerned as to how flight sims just get more and more
advanced/complex/difficult and sell on those qualities but racing sims (post
GPL), are scared to go there. The amount of times I've heard "It's
realistic, but we've tweaked it so that it's more playable". The most
enjoyable virtual racing experience I've had bar none is GPL - and that's
because it's a realistic as the technology will allow. No little tweaks of
lowering the centre of gravity a little to aid the 'playability' side (as
was apparently done on TOCA2 - I game I just plain don't like). If a flight
sim made those sort of little tweaks, it would get crucified.
Anyway, back to the real world...
Cheers,
Mark
Reading, UK
Realistic pitstops would be a bonus as well. I'd really love to be in a race
with the likes of Lake or Huttu, only to see them impassively sitting in
front of theit garages whilst the mechanics frantically search for a fourth
wheel to fit to their car <G>
MS
Why not have a flight sim that you can do proper Reno style racing right out
of the box with.
I reckon this could be the best of both worlds and would not be too
difficult to produce.
A really great feature would be to actually design your own aircraft and the
software could work out the performance and handling.
Has anyone done this yet.
I think this would be great with multiplayer racing.
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I think the answer is pretty simple...
Flight sims concentrate on meticulously simulating the smallest detail of
navigation, reading instruments, doing things in the right order.. because
basically that's all there is to flying. Apart from watching the landscape, that
is.
If you skip all that, you've got nothing left!!
In racing sims on the other hand, it is the RACING that is most important and
most exciting. Or at least it should be :-) I don't think it would be too
difficult to include similar details, but developers understand that improving
the racing experience is more important.
JoH
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>Realistic pitstops would be a bonus as well. I'd really love to be in a race
>with the likes of Lake or Huttu, only to see them impassively sitting in
>front of theit garages whilst the mechanics frantically search for a fourth
>wheel to fit to their car <G>
Hehe.
You know what I would like? An online racingteam simulation. You've to
design a car, engine tires and the like, within certain parameters.
Tradeof speed against reliability. Then you've to hire (human) drivers
for online races. Online racing as a real teamsport, I think it would
be cool...
Remco


































