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Preferisco il Paradiso (Oscar saggi Vol. 911) (Italian Edition)

And will the user immediately notice the differences? What about the graphics and frame rates that have been rumoured to be a problem? And the best online. I would expect a machine running D3D — my machine can run both — I suffer a little bit running D3D and I get down to the high 20s running direct D3D in x On the other hand, the Ferrari in 69 was quick — but it suffered from woeful reliability of the engine, in particular.

The Fords are in the 10,rpm range. No wonder, I tell him, I was so slow … He laughs. Before asking whether I was driving the trainer cars. I quickly change the subject to engines - can you swap them around? And so the best engine would be …. Because you have wings and, remember, you are traveling 15mph slower so automatically you have more downforce and less horizontal speed so it makes your grip more effective. The track was built in a park overlooking Barcelona, and was extremely tricky not only due to its undulating nature, but due to the fact that it ran counter-clockwise and was viciously fast on one side, and violently slow on the other.

It was also a temporary circuit … and in 69, its temporary nature would result in a huge shunt which would force the sport to re-evaluate the new wings. They raced on the same tracks as 67 — 11 rounds with the addition of the superbly difficult Montjuic Park and ClermontFerrand replacing Rouen. This track, legend has it, is probably one of the most challenging that have ever been built — and also about the most beautiful. This is bloody America — screw the poor! The time for a sim like GPL is going by the wayside. And for the original GPL?

I believe IGOR was a bit of a failure. So what comes first? Your company designs and builds what many regard as the finest sim-racing hardware in the world. What made you decide to setup a company to do such a thing, and what was the background to the company! Tim, then a year-old wannabe race driver, was playing a racing game on the old Amiga, but wasn! This potential was quickly spotted by our father, Roger, who, as a project manager with an international bank, had only recently been made redundant.

Within a few years, BRD was moving into the corporate world, building simulators for leading motorsport companies and teams, such as McLaren, Toyota, Jaguar, Williams, Peugeot, Ford, Orange Arrows, Vauxhall and Goodyear, to provide them and their sponsors with racecar simulators. How do your feel your products fit into the world market for commercial sim-racing hardware? While we are in the same industry, our products and markets, I feel, are somewhat different. Frex make kits for other control systems such as the Microsoft Sidewinder wheel and pedal set, and not stand-alone units.

While, in the case of ECCI, their hardware appears well engineered, they lack, we believe, the finesse and functionality of the European concept. The result is a high international cost of distribution, which effectively means, in a marketing sense, they are very much land-locked.

On another front, the reason BRD is in this industry is not first and foremost to make sim-racing controls but rather to make tools to enable people to access motorsport. As mentioned earlier, Tim developed the driving controls not because he loved the racing game but because he loved racing, and having steering and pedals meant he could practice driving technique whilst at the same time having fun playing a game. I do not know the motives for other manufacturers being in the market but our motive is the love of motorsport, and a real desire to make it accessible to all through the best simulation products on the market.

What are your thoughts concerning the more "affordable" end of the market. However, while our controls, with their greater precision and performance, are certainly more expensive, they are still in use many years later. People who have bought socalled affordable controls tell us that, with more serious sim-racing regular use, they have to be replaced after five or six months. VAT, most people would not have to spend anything further on their set-up for the next three years, whereas, with your more affordable unit, you might need to replace it five or six times over the same period.

Clearly, the socalled more affordable items are not cheaper in the long run. Having said that, cost is only one issue. With our controls you would expect to see greater performance as well, so investing in better quality, more expensive controls to start with should in the end work out to be good value for money, giving years of excellent performance. Given the withdrawal of Microsoft and ACT Labs, the market for affordable sim-racing hardware has fallen into a large trough. For the sim-racer on a budget there are now very few choices. Do you think that other players will enter this market or is sim-racing to become a domain for those "committed" enough to pay the price for higher quality hardware, much like the flight sim market has become?

I think the experiences of Microsoft and ACT Labs will deter all but the bravest or foolhardiest manufacturer from entering the market. PCs are where it! Logitech are in it, I believe still, because they produce steering controls for PlayStation 2, which they do extremely successfully. I imagine, off the back of that, it subsidises their continued involvement in the PC market. Would you consider building a lower price unit to capture this end of the market or would the compromises in technology and build quality inherent in such design be considered unacceptable?

No, for reasons stated. It is not a commercially feasible market. Low cost mass production requires an entirely different mindset and business model, something we do not see as being. The design and build timescale for the new Speed7 Wheel has been a long road. Talk me through the problems and trials that have been involved in building BRD! We initially started looking at force feedback back in and decided at the time that it wasn!

However, over the next couple of years the technology began to improve dramatically, as has our appreciation of it. Consequently, we have been installing a proprietary system for use in our bigger simulators since , but for the past 18 months or so we have been working on the Speed7 Wheel, which is now close to production.

In addition to time spent in resolving licensing issues to allow us to build this force feedback wheel, we have needed to source some specialist skills and the right components to ensure that what we produce is better in performance and reliability than what is currently available on the market. How would you respond to many in the community that regard the pricing of the Speed 7 to be too high to justify for their "hobby" sport? There are few sports you can do, I would say, that cost as little as a set of our controls.

Yes, you need a PC as well but there are very few sports this cheap, even factoring in a PC. The problem we see is that, on the one hand, many in the sim community wants simracing to be treated like a sport, while, on the other, they don! In your opinion will there ever be "standardisation" in the sim-racing hardware market, in terms of hardware design and software drivers? Basically, somebody needs to come along and say,! We would be happy to be part of a standardisation process and is something to which we are giving further thought.

Given the competitive nature of sim-racing, can it ever truly "work" as a sport when the hardware being used between racers varies to such levels as it does now? Or is it that Elite leagues will be setup not unlike Formula One! This is a Minardi vs. The quality of the hardware is obviously going to make a reasonably significant difference, more than just the skill of the driver alone. Obviously, putting a good driver in a bad car means he is not going to be able to compete as effectively as he would in a better car, but putting a bad driver in a good car does not mean he will automatically win!

If your pocket can afford better hardware, it is going to give you an advantage, assuming all other things being equal. Unless you go for a one-make series, with racers who have BRD controls, for example, but I don! Above all, you have still got to be able to drive. Even in a fiveyear-old controls system, you have still got to have the talent to be successful.

And with a BRD Speed 7, you can! Yes, I suppose Elite leagues could be set up, but again the leagues would be based not. Do you expect the technology developed for the Speed 7 wheel to ever be superseded or for another manufacturer to produce a similar level of quality to a competitive product? Well, I certainly expect us to be superseding our own technology. We are continually developing.

We would not come out and say we have got the perfect, never-to-bebeaten solution. In respect of another manufacturer doing so, it is always possible, but whether the economics are there for someone to justify it is another matter. We subsidise the cost of development of consumer controls by the work we do on the corporate side.

Many sim drivers don! We stay with it because it is a market we have historically been involved in and want to continue to see develop towards our goal of making motorsport more accessible through simulation. Where does the future of simracing hardware lie? Will we ever see pressure sensitive brake pedals, force feedback clutch pedals that feel "right" and gearboxes? A gearbox is something we are developing and it should be available around June time. We should have a gearbox shift arrangement as on a car. That will ultimately be force feedback capable, so that if a driver fails to use the clutch properly, or at the wrong revs, he.

This obviously requires outputs from the sim software but the design of the gearbox will allow for it. As for force feedback on the pedals, we started experimenting with them three or four years ago, but we found the cost to be so enormous. We experimented with some different oil-filled dampers to go on the pedals Where do you see the future of sim-racing going?

Which of the current crop of products "in the pipeline" do you see as "the future" for sim-racing? From our point of view, the longerterm future of sim-racing is very bright. BRD has certain plans to expand the sport in a way that we believe will radically improve not only its competitive structure but also its appeal. I think we should be in a position to go public with more details on this later this year. As things stand at the moment, I don!

Preferisco il Paradiso.

To attract more people it has got to be easier to get online. The only way currently I can see it increasing is through involving some of the new PlayStation developments that are coming along which also make getting online simpler. The short term appears a little grim perhaps, but I believe there are some developments in the pipeline worth getting excited about but which at this stage I cannot go into.

As far as other developers go, I cannot comment on what they have in the pipeline as we have been too focused on our own developments to be following theirs. BRD products can be found here: Nearly 2 years in development, GTR promised to take the aging Motor 1. Well, as they say—the rest is history. Without question, GTR has proven to be the most detailed, accurate, and exacting simulation of Sports Cars ever done. The steepness of its learning curve is matched only by the complexities of the included MoTeC telemetry system.

As of now, GTR remains, for many, the best racing sim available. But there were questions even before the product shipped, most of them surrounding an acknowledged weakness of the ISI code base— multiplayer. So how did it turn out? For the offline racer or an onliner doing some practice—pure Nirvana. For the casual punter, and a few of his buddies—not too shabby, but there are some steep bandwidth requirements. We are pushing actual vertex damage data around here— you need bandwidth. You want better graphics—you need bandwidth.


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So, for the casual pickup races— again, we approach Nirvana here. And then the leagues gave it a try. To them, Nirvana is a word, and not one to be used in the description of the installation, administration, interpretation and parsing of data results of GTR. Where the clubbers may meet every so often for a bit of paint trading and lie telling, the leagues approach online competition with a seriousness that rivals real world teams and drivers—weeks are spent on developing setups for an upcoming race, massive amounts of statistical data is tracked, studied, and distributed, and the preparation alone for such an event can consume dozens of hours.

Whereas the offline player finds solace with a certain aspect of self improvement, and immersion into the simulator world, the hardcore online crowd craves the adrenaline rush that only online play can bring. It is bad enough to worry about the race itself, to have to worry about a dysfunctional arena for that race is just this side of tragic. So what is going on? Surely SimBin knew of the Motor 1. I mean, they certainly embraced the study sim guys, the casual online race pickup guys, but to not have even rudimentary features that would aid the leagues? I found this hard to believe, but as I dug a bit deeper, the facts, sadly, seemed to point to this very lapse.

A tawdry tale of promised features, documented—yet missing—features and secret countdown timers that God only knows control what. Well, since I work for free, getting fired did not bother me too much. But I wanted to find out anyway. Not for something as simple as a yes or no question. GTR is most definitely the result of some hard-core beta-testing, a job the Germans found themselves involuntarily doing.

When the game was released, the net-code was rather troublesome and many began to suspect that SimBin had just been blowing the marketing horns instead of actually fixing problems. I nearly fell out of my chair when I read that. I have a great deal of respect for Andy Mahood, as over the years he has proven time and again to be a strong supporter of the simulator market, and I look forward to his work with every issue.

But this particular quote has caught me a bit off guard. Not by a mile. This is the extreme where everything is perfect, and everyone is happy. At least at the time of this writing. The promise of just such a server was in the documentation and also present in the software that shipped with the German release, and it remains in the documentation on.

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It simply is not there. They simply want to use GTR for league play, and for. What is more, rumor — and it is pure rumor at this stage — has it that SimBin are cooking up some form of online competition of their own which will be announced when the clock ticks to zero … many believe that league racing is the soul of sim-racing, and any sim that turns its back on this is surely committing sales suicide … With this in mind then, I decided to make some phone calls, bounce a few satellite signals around and quickly discovered some very disturbing facts.

I was not able to talk to every league, but I was able to talk to a few who have years of experience in the multiplayer racing scene, and their input has been invaluable. It was also quite amazing to discover just how bad things really were on multiple levels. And I discovered something interesting—a lot of things were matching up, which is a sure sign that user error is a dim possibility here. There are very real problems, and these guys and the racers in their leagues hit them head on. In other words, pretty amazing times can be achieved.

You get to leave the server and rejoin for that one. Or, you can enjoy your 35 second lap at Monza. In my talks with the leagues, a great tip was brought up to me by Roland: This way, the cars are left standing still on the grid at the start so there is no mayhem from AI controlled cars or the pace car going insane see next issue, below, SB. Then, when the clock has ticked down and the race actually starts, the pole sitter starts driving a slow lap, with the others following him around and keeping their positions.

Like a normal formation lap, minus the pace car. Oh, there is more. Workaround—handicap by car, although this is not always an easy thing to do— some guys could drive a moped around the track and have time for a smoke break before the next fastest guy shows up. Workaround— race with people you trust. Regardless, qualifying session 1 is a bit of a waste of time. Ok, now I am done.

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To me, this says a lot about the 1. A lot indeed at least as far as the leagues are concerned. Guys who have approached the developer in a respectful fashion and been met, at times, with less than respectful answers. Or just downright rudeness. The leagues are faced with an interesting problem; how to support GTR — which has brought a welcome increase in the number of sim-racers for the first time in ages — within a league framework that does not work, and with absolutely no assistance from SimBin.

Will there ever be a true dedicated server, as is stated in the manual? What, if anything, does that Grade C License Counter have to do with any of this? Will that be the day everything is magically turned on, and we get full 56 player online,. I dialed a secret number, seldom used but totally secure, and asked a hard question—the guy owed me one, and I figured this was a good reason to take that favor back.

In your expert opinion, do you feel that the Motor 1. No doubt SimBin has taken it to fantastic levels with the basic online play, but seem to have issues with a truly dedicated server-do you think something like that is even possible? I spoke in Italics, so as not to arouse the suspicion of those who may have been surveiling me. I could tell, even with the favor owed to me that I was on thin ice here. The topic was wearing us thin, but my contact honored me with his reply: I also think SimBin needs to get it right; otherwise GTR will have a very short life when it comes to leagues and I"m not sure if that does any good to their credibility.

So, the ball is in their hands and there"s nothing we can do except hope for the best. I guess we"ll see when the counter gets to zero. Whatever those ultimately mean, well, I suppose I have two coming. And my sincerest apologies because…I wish I could tell you more. I had more work to do—being a writer for free is one thing, spending free time in the morgue can drive you insane. Almost like trying to setup and administer a league using GTR as the sim of choice—bring the Lithium.

He may have been having a bad day—who knows? And notice the absolute lack of any concrete answers. I just wonder if they were in talks with these same leagues before or after the release of GTR. I would have to assume after, as if it was before—they need some new leagues to talk with. But we must keep the licensing aspect of all of this in mind—we must be fair here, and try to understand. It is difficult to do, in the face of such stonewalling and absolute refusal to answer simple yes or no questions but we must be fair— there may be some back alley talks going on at the 11th hour—maybe the countdown timer is the limit for the talks.

When that timer is done, talks are over, move it out the door. It must have been a joke because, well—I laughed. And when I asked for a link to this…evidence…. In all fairness to that source—it really was not their place to have an answer to this question and I was definitely more of a pest to them than anything else—I did not really want to send the email, but in the effort of thoroughness, did anyway. That person, if they are reading this, hopefully will understand my side of it here—on the one hand, I am very weary at trying to find out even a scrap of information, and on the other hand—to do any less is not fair to SimBin, the punters, or me—I gotta write this stuff!!

Features essential to the successful implementation and running of a league using GTR as their simulator of choice. On the other hand, add-ons of the King of Ovals type do not necessarily take away from coping with the server code problems—until the integration phase of that add-on with that server. A whole new set of problems? That is not very likely, but a very real possibility given the complexities of this simulator. Will we get the dedicated server, as promised in the documentation that ships with the game? I cannot say for sure but, I do believe that eventually we will get that server.

I truly and honestly do—and I think it will be fantastic. In a good way. Alienated Alien How many bugs do you think you can find find in a piece of sofware? Well, that's nothing compared to good ol' GTR. Apparently I wasn't on the server although I thought I was. Everything seemed normal in practice, and I only did one lap. In qual I went out on my turn and got a laptime but after qual was finished people were talking like I wasn't there and nobody replied even though I wrote all kinds of crap I quit and tried to log back into the lobby Quit GTR, re-launched it, tried to log into the lobby - it worked.

But I was in the bloody backup lobby! Tried it a few times just to humour myself and finally got in after a few tries. I'm out of here until and if they fix this POS. They have been doing it for a while now. Just because they don't post the ins and outs of everything they do and plan within their company doesn't mean they aren't doing it. The fact that league admins and others demand stuff from Simbin is a bad start on any dialog, even if the demand it self is dialog.

I looked at my hands, they were not shaking yet, but I knew that when the timer got to within one minute of the start I would start to become a shaking mess. A run through a series of rustic gravel tracks near Gateshead, County Durham, England. Three, two, one, GO! I was off, the gravel roads already felt grippier than I had remembered, but the car felt low on power, I was too cautious into every corner and following each exit I cursed myself in my brain to just focus and push the car.

As I began to push more my frustration got the better of me and exiting a fast left hander the rear end of the car drifted just a little too far off the road and glanced a stone wall…. I had declutched to prevent stalling and fortunately my spinning stopped after three hundred and sixty degrees and I was able to carry on. I engaged first gear and was off again. However, I had lost valuable time, I knew I had been underperforming on this stage anyway, but the six to eight seconds that had fallen away as a result of the spin were going to prove very costly.

Sadly, I did not take this into account, and the spin only caused me to drive more cautiously in the remaining miles of the stage. At the end of the stage I check the timesheets, out of eight drivers in Group N I was running seventh, and the eighth driver had crashed on the stage. Okay, so I was last on that stage, but within ten seconds of fifth place which meant that if I was to put in some good stage times on the remaining stages a decent result would not be impossible. With this in mind the timer counted down to the start of the second Special Stage, Sipirkakim. A nine kilometre jaunt through Japanese countryside near Sapporo.

The initial parts of the stage running through open country and then up through lush, dense forest entering the foothills of Mount Yotei. I have always enjoyed running through Sipirkakim, or any stages on the Rally Hokkaido. I had to run well on this stage, to make time back after the losses on the first stage. I kept up the same hard pace as the gravel road began to meander into the undergrowth and the road began its ascent. In hindsight perhaps I should have added a little caution as I delved deeper into the forests of Hokkaido Island. Not so much as to leave the road, but much too fast when bearing in mind that a slower corner was following.

Things have not been too fantastic over the last month for RBRO. While their host www. One thing is for sure, it is best to have these problems now, than it would be to have them when people have championships at stake. Where did it all start? About four months ago I decided to work on the idea — but the actual concept has been in my mind for a long time. My passion for rallying, and for sims, created just the right mix — but the spark that gave life to the idea was meeting Ghiboz Mulder: RBR online started with one basic assumption; that there has never been a sim that can accurately simulate a rally in multiplayer.

I must also provide thanks for his fantastic advice, which enabled us to begin the development of the server-client side. The results were immediately promising, so much so, in fact, that we began involving a select group of friends for the first betatesting. It was just me against the clock, full stop. The beta process seemed to me as a beta tester to be mercifully low on problems, the stability of the system server bandwidth issues aside is excellent, is this something you expected?

Yes, The way it was created, so that the infrastructure between client and server does not require huge bandwidth. The biggest problem that we envisaged was that every user has their own configuration Hardware with their own problems that can replicate themselves on RBR online. Well, at the start we could only dream about what RBR online could become … but as time passed, we realized that, not only had we equaled our expectations, we had actually surpassed them.

The actual structure of the game, as we projected it, does not require any great bandwidth being that what is needed for the client to server data transfer is nothing more than a GPRS connection which was tested with great success. Our biggest challenge was to confront the problems of user hardware — and the differences between all of them, and the problems these differences were causing for RBR Online. Our plan is quite simple; in September, we will start a world championship using a structure that is yet to be decided — and will be decided after the Italian mini-championship which will launch very soon.

We will see how the next few months progress, during which time we will be seeking stability in the system. So, with this in mind, we are currently evaluating all scenarios and creating hypothesis in order to create a true and proper world championship. In order to achieve this, we have decided to begin by creating a.

If everything progresses as we anticipate, in September we will probably begin the World Championship. The plan to establish national championships seems ambitious given the wide range of nationalities currently involved in RBR Online, how do you see this working in the long term? It is useful when you consider the goal of staging a World Championship; we will utilize these months to understand the actual potential and manageability of RBRO with the goal of creating further features that will add longevity to the product. At the moment we are hosting — in an experimental way — championships from both Holland and France as well as the aforementioned Italian championship — and they will be a good test-bed for RBRO.

We will work very closely with the various national championships. No — what we want to be in a position to say is this; we have created an instrument that is capable of giving birth to realistic championships that will enable drivers to bury themselves into the unique atmosphere of rallying. With regards those leagues that will remain close to us, we will be in a position to offer them tools that will simplify the managing and running of their leagues.

If you and your team are running the whole of RBR Online"s server side in your spare time, then the potential for all the national championships could result in one rally per day, in various time slots. This will eventually take its toll, is there any way you can hand over server side admin to the league admins to take admin load away from your team? After all, the timezones in Australasia and the USA could result in you having to be around at some odd hours of the day!

Moreover, RBRO has been designed in such a way that a race can be set-up hours before the start, so there is no need for the constant presence of an admin. In the current phase we are actively trying to organize a few rallies that will be easier, time-wise, for our friends overseas. The plan, in the future, is to select some individuals who will be able to create rallies also in those areas. If the National Championships result in nominees from all around the world for the WIRC, how will you manage the time zones? Perhaps all WIRC events could be over weekends so as people can work around the same time?

Sadly, the time problem is not one that we an solve with a patch or, indeed, can we blame RBRO for it … obviously we will try and continue the way we are doing it now, which is to make sure that drivers in a similar time-zone are grouped together. Will the WIRC feature varied stages as the recent events have done or will they be! All stages for UK in a! Otherwise you have a hot lap competition. Is there a plan to establish a! A performance based class system perhaps? Rally, by its very nature, allows everyone to compete and it permits anyone to race and compete against the best.

A slow driver is a slow driver, but this does not preclude him from racing against the fastest. Yes absolutely, there will be classifications and rankings for all categories; the Italian championship which is about to launch will help us decide and refine the mechanisms that we have planned. At present tests have established that 60 drivers seems the optimum number for the server performance to be practical.

Do you envisage that this cap will always exist or will the future bring bandwidth upgrades that may allow larger numbers of drivers in events? This is strictly related to the server that hosts RBR-O. If in the future we can use a server that is dedicated to RBR-O alone, I believe we can extend this limit, even up to double what we have now. On one occasion, in a test, we managed to have drivers connected at once. Currently there are around drivers registered for RBR Online. As popularity grows then presumably so will this number, is there an upward limit here?

And do you think that many more drivers will register? Actually, since we have a 3 digit limit on race-car numbers, would be the maximum, but in theory we have no limit at all … S: We were not expecting such a high demand. There are no limits to the number of registrations. And in theory, neither is there a limit to the amount of drivers that can participate simultaneously. The only limit, in this regard, is the limit of the server. What future plans exist for RBR Online?

Is the product now fairly! We hope to introduce some more novelties … certainly we expect a new version of the utility once we have the first wave of races and glitches out of the way. Despite the fact that the utility was released not that long ago, we have not stopped and we are working on a few things. We are also working on implementing other features which we have so far shelved in order to make this version as stable as possible.

So we can expect damage management in service parks, what about direct control of setup options through the RBRO interface? Car setup using a mouse would be a definite bonus! The major things on which we will be working are these: Absolutely yes; as I was saying earlier, the damage is a feature on which we have already conducted some tests, but we were unable to achieve our specified goals. Are there longer term plans for RBR Online to integrate with other community based mods - such as new cars or stages? Yes, as mentioned in my previous answer. From this viewpoint I can tell you that we have already experimented with adding new cars, and new surfaces as well.

The former had the result that did not sit well with RBRO, but we are actively working on this. Will we be rallying in RBRO for years to come? We certainly hope so. Honestly, that is our hope. We hope that those that have tried our utility are enthused by it. We hope that RBRO becomes, not only for us, but for everyone, a perfect instrument that is able to unite people that share a similar passion; that of real rally, even if they are virtual. It is certainly an interesting dream. While the online simracing community is very well established when it comes to circuit racing, online rallying in structured and coherent leagues is a relatively new thing.

The future looks bright for RBRO, coming months will see the establishment of other European leagues in readiness for their commencement in September, whilst leagues from North America, South America and the Asia — Pacific regions will surely be setup in time. At the time of writing there were registered drivers on RBRO www. He has also just taken over ownership and webmaster duties of F1Simlinks, to ensure that the racing sim community has a resource for news, upcoming projects, as well as tutorials and guides for newcomers.

State of modding I know this is a Formula One Challenge article, but I wanted to take some time to talk about modding in our community. We in the EA F1 community have a great setup. We enjoy a good relationship with the developer, ISI. Image Space is one of the few developers of racing sims that have embraced the modding community, like the FPS community. They realize that these free user created add ons amounts to units sold. This translates to better graphics, better physics, new features, etc. However, this also hurts us.

With newer and better graphics and physics, comes a new learning curve, out of date editors. These factors lead to more and more projects getting left on the design table, rather than meeting their potential. It was a little more than a year ago that my mod team, Speedwerx, was really learning all the potential the F1C engine had to offer. Now we are waiting for rFactor to come out and begin modding and learning that engine. They have the luxury of working on a platform that has been stable since We really find ourselves in a Catch 22 in our community.

That platform, despite its age, keeps getting better and better. Could the same be said for F1C if our community sticks with it? We may never find out the true potential of the engine just because we are all willing to jump ship as soon as a new toy shows up. When it was reported that Sony had snatched up the F1 license and would only be developing the title as a console game, I breathed a sigh of relief. When that happened, I no longer had to go out and buy the new F1 x title and begin tweaking it. When that happened, we finally had that stable platform that would not be replaced.

Hopefully, that will not be a wasted breath. Is this the way we go? Taking the new physics breakthroughs from the new ISI game and applying it to the old? I do not know what is going to happen. All I can say is that it is going to be an interesting summer in our community. Work then started on the Spa 24 Hour carset, which is when I came along. All of the cars in the set were models made by one mod team or another, apart from the Mosler and the Lotus.

My first job for the team was importing the wheels into the game and fine-tuning the physics for it. We then moved onto F1C, as this was now the latest sim, and started work on an updated version of the Mosler Challenge, after a big demand for it. During this time, the team was joined by Samarius. During this time, Samarius left the team and we were joined by T-Man. Towards the end of , we formed a partnership with ORSPG, with hopes to create even better mods by sharing our skills between the teams.

Since then the team has had a huge growth spurt and has recruited another couple of members: Patjer and Mark Austin. There may be some others too but I loose track. We decided on these seasons after a quick discussion about doing something different from our other GT based mods. There were a few other seasons thrown into the hat, but these were the ones we all decided on. At first, everything was going a bit slow with the development, and we only had a couple of cars ingame, with no lods and basic physics etc.

But then things started to pickup and at times there were so many models being turned out, the mapping and painting was backing up. Just before Christmas we managed to release a demo of the season, containing a bit of variety with the cars. Since then, all models have been reworked and the physics have been greatly improved.

This has mainly been due to new info and pictures turning up. This is probably been one of the hardest parts of this mod. The fact that it was 30 years ago that these cars raced and only the top teams seem to be relatively easy to find info and pics of. Our plan is to include all the cars, from every race, in the specific way they appeared, e. We are also working with the SMG team, to hopefully get all the tracks from the era too. We also have a couple of cars from the season ingame now, which you may have seen on RSC, so that may also come in the future.

The Modding Corner had to take the month off with a sick aunt. Look for us next month as we explain how to create a stand alone car using a hex editor. As I am sure most of you know, physics makes the world go round literally!! Nothing occurs in the real world that does not involve physics on some level, perhaps the dictionary sets it right: As we learned at school, each and every action has an equal and opposite reaction. The fact that these rules are often comprehensively rewritten, as the scientific community makes new discoveries, is not relevant here.

For any game designer, of racing sims, First Person shooters or MMOGs the challenge inherent is to portray a virtual world within your software. The concept mentioned above would be the! Many say it will never be possible but, with today"s processing power, the tip of the iceberg is not even in sight for such a possibility. The result of these restrictions means that a game developer has to focus processing power on the given area of physics simulation that is required for the task in hand.

In the case of first person shooters, the physics are environmental -- how one item reacts when it collides with another, or what properties a given surface may have in reaction to a bullet collision or being struck by a hammer. Driving simulators, by their nature, offer a great deal of challenges to the developer when it comes to the modeling of physics. PIC courtesy of www. So to the future, and in March Ageia corporation issued a press release detailing the dawning of a new era for physics in computer games: The current trend among game developers is to use software-based physics engines to enable objects and characters to interact in a real-world manner and provide some of the industry!

However, without dedicated physics hardware game developers are unable to fully unleash the power of physics on today! By introducing dramatic amounts of physics, games can now react uniquely to each input adding a tremendous variety of game play. Physics will offer a host of advanced features including universal collision detection, rigid body dynamics, soft body dynamics, fluid dynamics, smart particle systems, clothing simulation, soft-body deformation with tearing, and brittle fracturing for destruction of objects in gaming environments.

But, could it be? In short, people need Graphics Cards. The press release goes on: NovodeX is already in wide use by game developers, many of whom expect to have hardware-accelerated titles by Christmas of NovodeX is also the only multithreaded physics SDK on the market today, which allows game developers to prepare for tomorrow! This would suggest that a developer would need to be using the Novodex physics engine to take advantage of the PhysX chipset -- a concept that intrigued me -- they must feel very confident in the capabilities of the Novodex engine.

So, what could all this mean to the simracing world?

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I decided to contact some developers in the industry to get their initial feelings on the card. That is to say, will the card be programmable in the way current generations of GPUs are programmable with shaders? While suspension movements and tyre rotations can be handled well in a standard physics library, the drivetrain is already a bit trickier, whereas something like simplified tyre deformations or aerodynamics is quite out of that scope. A programmable card would, on the other hand, allow for efficient calculations of such problems as well, as the demands in terms of mathematical operations and memory access are very similar to the more common rigid body code it is just the algorithms that differ.

The current, reputed function optimisation for the PhysX chip is clearly based at optimising environmental physics as mentioned in the press release --effects such as: Material Properties are physical characteristics like density, friction and bounciness. Designers can create slippery surfaces that are difficult to walk on, wooden objects that bend slightly and then crack, rubber surfaces that bounce, metal surfaces that resist bending but become dented with extreme force, and other such examples. Rigid Body Dynamics and Collision Detection are simulation technologies that provide believable Newtonian motion to game objects.

Going beyond gross motion, good rigid body technology allows the game developer to create very natural collisions and couple them to secondary effects, like the chinking noise when coins hit the floor, or skid marks where the driver hit the brakes. Joints and Springs are tools for modeling complex mechanisms, going beyond stacks of crates and into the realm of vehicles, character movement, doors and levers, and the ability for the player to pick up and manipulate objects in the world.

Fluids— beyond the simple undulating waves of surface fluids, real volumetric fluids can enhance the visual appeal of many scenes, from barrels of oil, to water towers, to fire hoses and fluid weapons. Real fluids interact naturally with dynamic bodies, pushing them around the world and flowing around them. Real smoke rises to the ceiling and collects there, filling the room from the top down, until ultimately spilling out of the windows and drifting on the air.

Steer the tire a little, and you get a slip angle, and this is input into the Pacejka Fy formula, giving a sideways force. Press the throttle, and the wheel starts spinning a bit; this gives a different ratio of wheel spin speed vs. Smart particles make this possible. Cloth — highfidelity clothing means flowing robes, skirts and cloaks that look good and can contribute to gameplay as well. Though the applications for driving sims is limited here!

Victor Van Vlaardingen of Live for Speed feels that this could affect the expedience of the PhysX chip to the simracing developer: The problem is no developer can afford to base their game on this technology unless it! The reason why this is different to the situation when first 3D accelerators appeared is that all those cards did was enhance the appearance while keeping gameplay the same. Physics on the other hand directly affects gameplay and, unlike 3D graphics, it must run at a consistent rate of calculations per second in order to give predictable and stable results.

If you therefore need to create a game that covers a broad market and therefore runs its gameplay relevant physics on either the CPU or the PPU at the same rate, you are not utilizing the PPU really, unless it! Chris West of West Racing agrees: You can already do collision detection, fluid dynamics and a whole bunch of other stuff with 3D cards and clever shaders. Perhaps the manufacturer of the PhysX chip, Ageia, could provide me with some answers to some of these questions.

If the upgrade is to be a dedicated card, does this not mean that game developers would have to work around developing their game for both the PPU enabled and the nonPPU enabled, on the basis that not every user will have this technology? As such the games developed will not take full advantage of the PPU if they must cut down the physics engine usage to make the game playable on non-PPU enabled systems. With this in mind, how long could it be before we see the first games that require a PPU to operate? There the game will run without the hardware accelerated features, but to unlock the full realism of the game a hardware accelerator is required.

We expect titles that matter in time for Christmas So it could be 18 to 24 months before we see games which use the PhysX chip for real gameplay-centered functions. Another point which was of great concern to some of the developers I spoke to was the programmability of the chipset. Many sim developers have been building and developing their own physics engine for many years. Will the technology allow for custom solutions bypassing the Novodex framework, or allow custom solutions within the framework. This will, doubtless, reduce the interest for many racing sim developers in the short term.

With regard to the Fluid dynamics being modeled by the chipset, could this be implemented in a car simulation for the air pressure within a tyre, as the pressure can potentially change with! There are other ways of also simulating the effect of pressure, temperature, time of the tire with a slow puncture. In terms of representing the aerodynamics of a given vehicle, would this need to be hard coded into the engine, or could dynamic changes to the vehicle"s shape, such as adding extra aerodynamic devices or damage to. In the future, we will add aerodynamics that would simulate lift, drag, etc.

Many pundits would have it that current technology in CFD Computational Fluid Dynamics on supercomputers struggles with an accurate aerodynamic model. Though, without doubt, future Ageia products will contain newer technology, the ambiguous nature of the answer does not specify when in the future. The defining fluid dynamics equations involve complicated partial differential equations Hard Core Mathematics, in other words which are solved numerically.

This can take hours or sometimes days to solve aerodynamic loads for one instance in time, or one frame if you like. Of course, you can do a rough simulation that can run in much shorter time frames, as we do now. It depends on your definition of acceptable accuracy. There would be little discernible difference in the driving experience.

So - the aerodynamic model of the PhysX chipset - could it also calculate the levels of downforce generated by! In the sense that such aerodynamic forces acting upon the control surfaces of the! Also, could the use of underfloor aerodynamics be modeled - with venturis and skirts potentially modeling the reduction in air pressure through the underbody shape of the car and could this!

I am pushing the issue here. Ultimately, certain physical processes taking place in a racing simulator will not be modeled for many years. Processor technology must take some major steps forward for some of these things to be possible. But I feel like pushing the issue further, just what could this chipset be capable of, and what Ageia see coming for the future of PPU technology is the key here.

So, how accurately could the PhysX chipset model the tyre contact patch and tyre sidewall deformation under cornering load? This will enable a whole new level of realism to the genre. This might mean that we could see a very convincing tyre model in the next generation of racing sims if they were to take advantage of this chipset. It was time to step up the challenge: Could this technology do really anything the simracing community might want? Could the chipset be accurately programmed to generate physics for the internal workings of a car?

Could it provide a solution that could simulate the spark ignition cycle of an engine, with the force generated by the ignition turning a camshaft, which in turn drives a modeled gearbox through the drivetrain, right through to that force being applied through the wheels via an accurately modeled differential? Or even accurately model the wear or thermal build up in a brake pad or.

Becoming increasingly aware of my overuse of the adjective accurate, perhaps I should just say, can the chipset model the entire workings of a motor car accurately? The simulation of the chemical reactions will be out of our reach for a couple of generations, but some short cuts can be taken to simulate the engine response very accurately. Either way, they will need massive support from game developers, to be able to succeed. Live For Speed will probably never support it, since it! The work involved in converting an existing physics engine to use the NovodeX framework could involve a great deal of time and effort.

All in all the question will be - how much of an improvement will games gain - so in the end, it! Without exposing the hardware through something more low level than Novodex it! Furthermore, one can never be sure about the calculations which might prove to be stable and plausible which is fine for a FPS but their accuracy may always be questioned. It is interesting to hear that they are planning to perhaps evolve their approach in the future and also address some of the problems of racing sims directly, but the results of that remains to be seen. There are a lot of interesting features that this card could enable.

A very accurate tire contact patch and improved aerodynamics could definitely have a noticeable effect on racing simulations. Gear lash and wear in the drivetrain may be easier to model in an efficient manner. On the other hand, modeling an engine down to its chemical reactions will, in my opinion, have little effect other than as a marketing opportunity unless you! Free Il Protestantesimo Contemporaneo: Free Il Quinto Vangelo. Il Vangelo Di Tommaso. Free La Fantasia Di Dio. Free La Fede Alla Prova.

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