Message-ID: <365ABA04.88FE1745@uswest.net>
Date: Tue, 24 Nov 1998 06:52:04 -0700
From: John Moore <jmoore5@uswest.net>
X-Mailer: Mozilla 4.5 [en] (Win95; U)
X-Accept-Language: en
MIME-Version: 1.0
Newsgroups: rec.autos.simulators
Subject: Re: GPL's Realism
References: <01be178d$08201360$31779888@dantooine>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
NNTP-Posting-Host: 207.225.39.129
X-Trace: 24 Nov 1998 07:55:45 +0600, 207.225.39.129
Lines: 20
X-Report: Report abuse to abuse@uswest.net.
Path: news.jprc.com!dca1-feed2.news.digex.net!dca1-hub1.news.digex.net!digex!cpk-news-hub1.bbnplanet.com!su-news-feed4.bbnplanet.com!news.gtei.net!newsfeed1.uswest.net!news1.uswest.net!207.225.39.129
Xref: news.jprc.com rec.autos.simulators:59630

well in nontechy techtalk n2 physics is based on a few items like speed,
grip, input force, where gpl is using way more things like each tire
modeled seperately, each suspension seperate, etc etc. For example in n2
the total tire traction for the whole car is computed where in gpl each
tire is seperate and when you turn in a corner the traction available to
each tire changes, you can imagine the difference. I think the total
items modeled went from 6 to 15 or something like that. Each of these
were updated 12 times a second in n2 and now 288 times a second in gpl.
so in simple terms it is simple wayyy more complex.

Thomas Everett wrote:

> Could someone explain to me (in as non-technical a language
> as possible) why Grand Prix Legends is so much more
> realistic than any other driving sim? What things does this
> new Papyrus engine model that games like Nascar Racing 2
> or Ubisoft's F1 Racing Simulation do not model?
>
> Thomas

