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#1
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Do any sims have realistic curbing?
In all the racing simulations I own, the curbing alwasy seems to affect the cars
more than it does in real life, at least for F1 type cars. Here's a sample video of David Coulthard in a 2002 F1 McLaren, at Spa, running with a qualifying setup, and a sub 1:45 lap time. Not only does he clip almost every curb, but he also shoots the bus stop going over both curbs (but staying within the green pavement). (Since it was rough on the cars, they changed the bus stop to be a chicane with a short straight). I've have yet to see a sim where the curbs produce so little effect on a car. http://jeffareid.net/real/spaf1.wmv |
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#2
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Do any sims have realistic curbing?
Some you can go over some you cant. It's difficult to really tell with the
current game/graphics engine but you can do a close inspection at slow speeds to help judge kerb height/angle. Your setups make a huge difference in being able to navigate the kerbs. Watching others online can help you determine if its setup related or a pilot issue. Ive practiced new tracks offline developing a setup thinking there is no way anyone can go over that particular kerb only to be given a wakeup call when going online and seeing others take it full tilt. Back offline for a serious tweak is usually the result Mitch "Jeff Reid" > wrote in message news:yxOTg.2408$ef2.1792@fed1read09... > In all the racing simulations I own, the curbing alwasy seems to affect > the cars > more than it does in real life, at least for F1 type cars. > > Here's a sample video of David Coulthard in a 2002 F1 McLaren, at Spa, > running > with a qualifying setup, and a sub 1:45 lap time. Not only does he clip > almost > every curb, but he also shoots the bus stop going over both curbs (but > staying > within the green pavement). (Since it was rough on the cars, they changed > the > bus stop to be a chicane with a short straight). I've have yet to see a > sim > where the curbs produce so little effect on a car. > > http://jeffareid.net/real/spaf1.wmv > > > |
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