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#41
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Opinion on iRacing short falls.
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#42
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Opinion on iRacing short falls.
> Indeed; I've driven on Zandvoort both in a simulator and in real life, and it does help greatly to at least know what
> braking points you have in the simulator. It scales quite well to real life. So in your opintion how close are the braking points? Perhaps it's related to the track and conditions, but I've read a few times that the braking points in iRacing are significantly different than the braking points in real life, an apparent limitation of sim-oriented factors in a racing game. The turn-in points will be about the same, even in an arcade game, although the fastest way through the tricky (non-intuitive) and tight corner sequence at a track like Willow Springs may not be the fastest way for a sim-oriented game. I don't know if Willow Springs is included in iRacing. |
#43
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Opinion on iRacing short falls.
On May 28, 9:53*pm, "jeffareid" > wrote:
> >>>> I've read comments from real racers using the same car and track > >>>> combination in iRacing as in real life and they state that the braking > >>>> points aren't even close. Turn in points are probably close though, > >>>> but turn in points even with NFS would be about the same. > >>> Links please. > > >> RSC is down so I don't have links. > > Are these 'real racers' people of note? > > Nope, just real racers. I cant remember if the Skip Barber school > instructors were one of the ones that stated that braking points in iRacing > weren't the same as the braking points in real life. > > It's an issue related to simulation versus real life, but I don't know what > the specifics are other than comments made by a few racers. Read while ago there is sim which did have these accurate braking points and physics much better matched, looking for link. if tracks are so acurate shouldn't brakes & driving be if software is good? |
#44
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Opinion on iRacing short falls.
"jeffareid" > wrote in message ... >>>>> I've read comments from real racers using the same car and track >>>>> combination in iRacing as in real life and they state that the braking >>>>> points aren't even close. Turn in points are probably close though, >>>>> but turn in points even with NFS would be about the same. > >>>> Links please. >>> >>> RSC is down so I don't have links. > >> Are these 'real racers' people of note? > > Nope, just real racers. I cant remember if the Skip Barber school > instructors were one of the ones that stated that braking points in > iRacing > weren't the same as the braking points in real life. > > It's an issue related to simulation versus real life, but I don't know > what > the specifics are other than comments made by a few racers. > There could be a number of reasons for the discrepancy, like their panties filling up sooner in real life. |
#45
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Opinion on iRacing short falls.
"jeffareid" > wrote in message ... >>>>> I've read comments from real racers using the same car and track >>>>> combination in iRacing as in real life and they state that the braking >>>>> points aren't even close. Turn in points are probably close though, >>>>> but turn in points even with NFS would be about the same. > >>>> Links please. >>> >>> RSC is down so I don't have links. > >> Are these 'real racers' people of note? > > Nope, just real racers. I cant remember if the Skip Barber school > instructors were one of the ones that stated that braking points in > iRacing > weren't the same as the braking points in real life. > > It's an issue related to simulation versus real life, but I don't know > what > the specifics are other than comments made by a few racers. > Well, for any of this discussion to have any validity at all we need the people making these comments to verify that what they are driving is EXACTLY the same as what's being simmed. Tyres (new or worn), brakes, weight, etc. If there is any truth to this though then it sure does make a mockery of the mm perfect tracks. No point having mm perfect tracks if everything else isn't mm perfect - chain's as strong as the weakest link! |
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