NATO said:
DonFerrari said:
I would say I have to agree with you in all points, and have seem some of those comments...
They do laser measure all tracks and their cracks and paints, but I'm not sure how close they try to simulate the effects of those in the driving, besides all the points you mentioned about tyre physics.
And I would say most aren't crazy enough to go into a 800hp GTR in real life and try to do the same as in the game. You would probably instantly freeze before the forces of acceleration and side G-force. And that is why I would like to separate the money to do the day track of Lancer Evolution and have some real racing experience because even on the kart the G-Force made it so much more fun than just driving fast without real feedback.
You sense so much more with your foot on the pedal, the shaking of the seat, all sensorial parts that give you better understanding of the car and racing than the control.
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A problem with the laser scanning thing is, no matter how accurately they scan the track, that data has to be massively paired back and simplified in order to keep the overall geometry as low as possible, which involves flattening a lot of it and keeping only key features such as elevation, angle and pitch, while they do also scan the paint, it's used only for getting the markings right, they don't actually do friction testing on each portion of track and paint, and laser measurements, even if done perfectly and not simplified at all, would only give you the surface data, not the friction data, and the friction data is something that gives a track it's soul, because it evolves with the track and it's use.
Indeed the surface of the track also evolves with it, as heavy use means sections need to be resurfaced and that resurfacing causes large patches of frictional change.
There isn't a process, yet, that can accurately replicate a track down to even a checkerboarding of friction zones.
For a real track, in a real car, approaching it professionally, every single method of input gets processed fluidly, vibration and tension of the wheel, note of the engine, jerkiness of gear shifts, feedback from the track through the accelerator, feedback from the brake pads, rotors and calipers through the brake pedal, a near sixth sense of the grippiness of all four wheels, all data from gauges and clusters, even the sound of the chassis popping and clicking, right down to the whine of the transmission as you pull through the gears, it's visceral and raw, something no racing sim has come close to replicating, and no wheel manufacturer has yet bothered to do any sort of feedback in the gear shifter or pedals, theyre just dead and everything depends entirely on judder in the steering.
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