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#1 |
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Found this quite interesting, thought some of you may want to read it..
"In Formula 1, there are essentially two types of interactive simulator (sometimes affectionately known as human-in-the-loop) - static and motion-based. A static simulator uses the monocoque tub of a Formula 1 car, which has been mounted to the floor in front of a large, spherical, rear-projected screen. The tub contains a CAN-bus interface, which allows steering wheel and dash electronics to inter-operate with their real world counterparts. Additionally, whilst the steering rack itself consists of motors that provide variable resistance and force feedback (enough to potentially injure an unsuspecting driver), the steering rates and mappings are themselves interchangeable with actual cars... " cont Clicky- http://www.racecar-engineering.com/a...-revealed.html |
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#3 |
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#4 |
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Very interesting read. I have always wondered how much closer they have gotten to realistically simulating effects of jumping kerbs, camber changes, worn tyres, different fuel loads etc. Maybe one day we could buy an F1 simulator in a video game shop and then play online.
![]() Although it's useful for learning tracks and setup it can't simulate the G Forces from a real car. |
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#5 |
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#6 |
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The laws of physics get in the way. You can experience G from two, and only two sources. The first being gravity and the second acceleration. Since artificial gravity hasn't been invented, that leaves acceleration, and the only practical way you can simulate that is on the track itself! ![]() |
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#8 |
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All the top teams use simulators on rigs whereas Williams are still stuck in the Dark Ages.
Very interesting read. I have always wondered how much closer they have gotten to realistically simulating effects of jumping kerbs, camber changes, worn tyres, different fuel loads etc. Maybe one day we could buy an F1 simulator in a video game shop and then play online. ![]() |
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#9 |
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#10 |
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#11 |
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hmmm, wouldn't it be cheaper to just allow testing? just sayin.... |
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