I'm always interested about the tyre modelling. When I wrote a thermodynamic model for NASCAR 2011, I used a weighted average of all the material properties of the 'ingredients' of a typical tyre, and it seemed to work really well. The tyre temperatures came out very close to the real cars, though I did note that the tyres warmed and cooled a lot faster than LFS. As such, the temperature vs friction curve I made up was much subtler than has been derived from LFS.
I know you're not really thinking about this topic now, but when you are, always happy to be a sounding board for ideas.
That makes a lot of sense. Many ways to design a car, and especially a tyre.
Now I'm having memories of you taking me down those Wiltshire back roads in your M3. Do you still have that?
Yeah I still use VHPA with Windows 10. I thought the instructions for installing the VB6 runtime components covered Windows 10 as well.
I'd love to make a new version of the tool at some point, that is much more generic (ie not so tied to LFS), supports way more vehicle types, and is written in C#. I'd likely need to be out of work for six months again for that project to start! Sadly I didn't get furloughed during the lockdown so I've been kept busy.
I learned a great deal from chatting with many people (like your good self, Tristan, Todd, Anton, Colcob, etc), either here, on RSC, or all the contacts I once built up on MSN. I miss having these sorts of discussions in my life. The people I meet in real life have a far too diverse set of interests.
Fun fact, Driver: San Franciso didn't perform as well as expect so the sequel was spun into a new IP that became Watch Dogs.
The detail in London in the upcoming Watch Dogs: Legion has impressed me greatly but then I've not played games for years now so I'm rather behind the times when it comes to expectations and the modern quality standard. The first time I've played a game that has featured a city I know (I'm not counting the GTA: London expansions).
Downsizing to a more moderation resolution with a soft resizing filter should solve that.
Computational photography does wonders without having to think. I compared edited shots from a single still on my system camera to an iPhone auto-HDR shot and the results were surprisingly similar, though I still had better balanced the wide dynamic range of the shot.
Long and f/2.8 gets heavy and expensive real quick. A 300mm f/4 prime (perhaps with a TC) is about the sweet spot of reach and affordability plus still easily hand-holdable. That said I keep toying with the idea of a 300mm f/2.8. Maybe one day I'll take the plunge.
Some great photos though. Proof you don't need overly fancy gear for most shots.
I agree, changing temperatures would be an important factor and add a lot more depth to the day night cycle than just the visuals. I wouldn't expect Scawen to overlook that. It's certainly much easier to add!
I thought about that back in 2009 but by that point every google search for "racing sim physics rates" simply brought up this thread or people talking about it. I suppose I could at least make the ones I found today links, and I can search this forum for some others. Will do that later.
Electric cars can still benefit from gearing, but far less so than combustion engines. Low speed acceleration is generally already more than competitive. Keeping power at higher speeds is not really a concern for your typical road car, given that manufacturers are now looking to bring top speeds down. As such, the extra cost and complexity is not needed.
No gearbox also makes packaging the a motors into the each wheel much more practical and then you don't need a differential either and can just rely on electronic torque vectoring for managing stability and variant wheel speeds. It's a more modern but ultimately much more flexible solution.
Only been a decade since I compiled this list (see first post) and a few sims have come out since. If anybody knows or cares to find out about some more recent sims not in this list, please post up here. Ideally with a reference.