lestatdark said:
Well, at Inside Sims Racing preview (one of the biggest and most highest regarded reviewers of racing sims), they pointed out how each car handles differently and how you can actually feel the physics (especially the feedback from the track, being almost 1:1 to how the track feels, meaning you can sense the impact of each bump of the track in the handling of the car) while driving. |
Proof? Hmm, let me give this a try. How about the laws of physics are universal? g = Gmm/r^2 no matter where you are. f <= muN for pretty much everything. E = 1/2mv^2. delta(x) = vt 1/2at^2. I could go on.
Once you create a transient and steady state model, you just put different cars in it (go karts, production cars, race cars, etc.) and they will handle according to their design. What makes cars handle differently has to do with tire construction, suspension geometry (and thus, roll centers, pitch centers, sprung vs. geometric weight transfer), center of gravity, suspension type, drivetrain layout, wheel base, track, weight distribution, aero, etc. Get the picture?
Edit: I think I know what's confusing you. A transient and steady state model is analogous to a physics engine. It's something you put a car in to simulate the grip phemonenon. It's used in racing to test setups before putting them on the car and even to test cars themselves and (not surprisingly) racing simulation games.