Didn't Top Gear or someone do this recently, where they had one of their drivers try three different cars, ending up with the F1 car, with the person essentially unable to drive it?Let's not get ahead of ourselves here. Hammond drive's three cars, eventually an F1 and while he has trouble at first it's not that it's too complicated it's that he's not driving fast enough to keep the tires warm and keep the car from stalling out. Eventually he does get the car going fast enough to get around the track, and do so pretty quickly.
I think the take-away from the Hammond clip isn't so much scared, though that's some of it, it's even having the ability to react fast enough at the speeds necessary.He specifically said he wasn't driving fast enough for the tires to stay warm enough to handle the corners. And importantly he was able to get it around the track eventually.
“Previous tire models for race simulations have been based on measuring real tires and fitting performance curves to data generated on test machines,” says Kaemmer. “But without understanding why tires generate the forces they do, it’s hard to predict what’s going to happen outside of the performance envelope where tires are tested. It also is very time consuming to determine the many numbers needed to describe a tire using a fitted model like that. We’re more accurately reproducing the ways in which tires behave, which, in turn, enables us to make a car’s performance extremely authentic. So we went back to first principles to figure out how to model a tire from basic measurements we can do without putting them on a tire test machine. How does the patch of rubber in contact with the road generate grip? How does that patch of rubber move across the road? How does it distort when you climb a curb or when the tire starts to slide? The theoretical model we’ve come up with does the right things. When a car slides to a stop it takes the right amount of time; burn-outs look and feel right . . . all kinds of behaviors we used to struggle to reproduce by fitting numbers now happen almost automatically. There are comparatively few numbers involved in describing a tire now, all of which are much more easily measured. That means we’re more accurately reproducing the ways in which tires behave, which, in turn, enables us to make a car’s performance extremely authentic.”And that's not even getting into the effects of modeling car setup changes and aero effects. Forza and Gran Turismo are great sims, and look great, but they're very arcade-y compared to iRacing. I've heard that the new Forza does a lot to get rid of the grindy aspect that it's shared with Gran Turismo in the past where if you weren't good enough you could just upgrade your car. Racing in a field of 15 or more drivers in the same car for 20 or 45 minutes is one of the best racing experiences I've found in front of the computer. I 100% Forza 2, and haven't touched GT5 since I started iRacing 6 months ago.
This is absolutely not true. Having spent a lot of time around racing - racing drivers (the good ones) are not normal people like you and I. They don't have the same physiological make up so they absolutely DO have faster reactions than you and I. It's not that they learn them necessarily (although some element of sharpening can be trained in) it's just that the ones that get good (and F1 is the best of the best of the best of the best) it's just that the people who are capable of being that good have stupidly crazy fast reactions and data processing capabilities.Yeah. No. Human reaction time is a question of science. You can't get less then, say ~230ms from your eyes to your hands. It's just not physically possible. If you think it's possible, you're just wrong.
I have to disagree that motorsport simulators are one of the easiest things to simulate.I was simply talking about the visuals -- I replied to someone who said someday video games would look like that. They already do (at least the track and car, the inside the cockpit stuff will usually look more CG)
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posted by nathancaswell at 7:25 AM on October 22, 2011