I wish sim racing titles wouldn't literally reinvent the wheel all the time when developing tyre models. There's only one real-life physics model (with many sub-models) to implement.
My pet peeve last time I drove in a sim racing title was I was driving around in a Ford Focus, and I hit the gas and the wheels squealed.
I owned a Ford Focus at that time, and can tell you that even if the wheels started to chirp, the ESC would automatically reduce the throttle and possibly also apply the brakes.
These games claim to be a simulation, and often they've got some race car driver saying he vouches for the accuracy of the simulation, but the cars all drive like they've got 300HP and were built in the 1970s.
I owned a Ford Focus at that time, and can tell you that even if the wheels started to chirp, the ESC would automatically reduce the throttle and possibly also apply the brakes.
These games claim to be a simulation, and often they've got some race car driver saying he vouches for the accuracy of the simulation, but the cars all drive like they've got 300HP and were built in the 1970s.
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@sj_zero We're mostly away from that with the advent of game engines with competant tooling to model the different systems in detail, although TCS/ESC (Electronic Slip Control?) is still variable across games. The OG Assetto Corsa had a poor implementation while RaceRoom (same era) had a better one.
We've plateaued when it comes to authenticity as we don't have the general means to run the player's physics model across 20+ computer-controlled opponents, and procedurally-generated content to avoid repetition of commentary or career pathways isn't something many have considered.
What sims have you tried?
We've plateaued when it comes to authenticity as we don't have the general means to run the player's physics model across 20+ computer-controlled opponents, and procedurally-generated content to avoid repetition of commentary or career pathways isn't something many have considered.
What sims have you tried?